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Thread: Casting shadows of volumes, not in them.

  1. #1
    Join Date
    Feb 2006
    Location
    New York
    Posts
    19

    Default Casting shadows of volumes, not in them.

    I've been playing with parti_volume and I can get shadows in my volumes but no correct shadows of them.

    For example I have a sphere with transmat assigned to the material shader, and parti_volume (with some non-uniformity) to the the volume shader... I've got a spot light pointed at the ball (though it's not positioned in the volume) and I'm trying to cast a shadow on the wall that isn't a solid shape (I'd like to see the non-uniformity).

    If someone has any insight I'd appreciate it. I'm writing my own volume shader and I'm wondering if it needs to double as a shadow shader - or should a shadow shader be calling the volume? I'm a bit confused.

  2. #2
    Join Date
    Dec 2004
    Location
    Marina Del Rey, California
    Posts
    2,914

    Default

    A volume shader will be used as a shadow shader when you have shadow segments on in the mental ray globals. Usually, then in the shader you detect for when you are being called as a shadow shader, and do something slightly different, like just occlusion calculation.

    Shadow segments might be the default in Maya, but I'd check it.
    Barton Gawboy
    Training and Special Projects, NVIDIA ARC
    LAmrUG Forum Originator

  3. #3
    Join Date
    Jun 2005
    Location
    france
    Posts
    148

    Default

    Hello,

    The parti_volume works good with segmented shadows as Bart said, but work better with raytraced shadows... I tried with detailled shadows map or simple shadows map and the shadows in volume is good but not drop to the floor or wall. So use raytraced shadows for parti_volume. To optimise your render make 2 scenes, the color scene (all without fog) and the fog only (use "usebackgound" to get shadows from volume) or do all in one passes if you have time

    Matt

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