Hi David,
thanks alot, that´s the look I´d like to get,
unfortunately this only works if the FG
elements don´t intersect the groundplane
assigned the shadingnetwork you described.
A similar approach (that also doesn´t work)
is to plug the shadow node into a constant
materials transparency, with an >invert inbetween.
I´ve also fiddled with the various >soft3d>
Env_cubic/Env_ball/Env_sphere material presets
but couldn´t get those to line up with the pass>
environment shaders?
It´s also quite, ahem misleading, that "RGB"
isn´t ticked by default in the shadow shader,
would help quite a bit when testing things out...
Cheers
tim
----- Original Message ----- From: "David Shirk" <dshirk(at)ilm.com>
To: <XSI(at)Softimage.COM>
Sent: Monday, September 25, 2006 5:45 PM
Subject: Re: "use backround shader"?
Hi Tim - this may not be as fast as maya's bg shader, but you can
create the effect with a couple of nodes in the render tree:
Plug a mixer2 into the ground plane's material surface input
Plug a raytracing>refraction node into mixer base color (set
refraction to 1, keep ior at 1)
Set the mixer color 1 to black (0,0,0)
Plug an illumination>shadow node into the mixer weight1 input
Inspect the shadow node, check rgb "on"