I have a situation where I have instanced lights and want to have a shadow shader….is this possible? I am getting some weird artifacts when I try to use shadows.
Im guessing its because you would have to have a shader for each light normally….along with a z-depth map per each light. Is there a work around?
:shock:
instanced lighting and shadows...
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- pyramation
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- edward
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You have to have a zdepth map for each light if you're using zdepth shadows. This has been covered before in this thread:
http://odforce.net/forum/index.php?showtopic=1724&st=12 [odforce.net]
(which I found via search here on this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=4230&highlight=instancing [sidefx.com] )
You could always just choose to use ray-traced shadows if you want to avoid the management of it.
http://odforce.net/forum/index.php?showtopic=1724&st=12 [odforce.net]
(which I found via search here on this thread:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=4230&highlight=instancing [sidefx.com] )
You could always just choose to use ray-traced shadows if you want to avoid the management of it.
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- pyramation
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Thanks for the help Edward…
just a couple things I noticed in the BasicExample.hipnc….which came from http://odforce.net/forum/index.php?showtopic=1724&st=12 [odforce.net]
1) On the AreaLight geometry(the points obj to instance the light to):
in the Shading Tab>RIB Tab> Transmission Visibility is checked on, and set to Visible - Use Cs/Os
what is this? I checked it off and didn't notice any difference…
2)The VEX Shadow was set to its default using Fast Shadows…I tryed applying Deep Shadows,
*I used $TEMP/shd$IPT.picnc for the Z-Depth map to match the Light Obj's Z-Depth Map…
*turned on Deep Shadow generation…
*Changed the type from zdepth to deep in the string in the attribCreate for the shadow shader
anything I am missing? The deep shadows produced shadows all over the grid…blownig it out totally black around where the objects were.
any help is appreciated!
just a couple things I noticed in the BasicExample.hipnc….which came from http://odforce.net/forum/index.php?showtopic=1724&st=12 [odforce.net]
1) On the AreaLight geometry(the points obj to instance the light to):
in the Shading Tab>RIB Tab> Transmission Visibility is checked on, and set to Visible - Use Cs/Os
what is this? I checked it off and didn't notice any difference…
2)The VEX Shadow was set to its default using Fast Shadows…I tryed applying Deep Shadows,
*I used $TEMP/shd$IPT.picnc for the Z-Depth map to match the Light Obj's Z-Depth Map…
*turned on Deep Shadow generation…
*Changed the type from zdepth to deep in the string in the attribCreate for the shadow shader
anything I am missing? The deep shadows produced shadows all over the grid…blownig it out totally black around where the objects were.
any help is appreciated!
Edited by - March 16, 2006 03:12:45
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- edward
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I didn't look at the file too closely. The RIB parameters are for Renderman and so it has no bearing on the Mantra render. There's no reason that I can see for using deep shadow maps in this case. Did you make sure that the zdepth map's were generated (eg. turn on auto-generate shadow maps) ? I think there's more in the Light Instancing tutorial as well. Make sure you read both threads.
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