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"Snell" <skl### [at] optonline org> wrote:
> Using Mike's technique you can also experiment with something like:
>
> pigment {
> image_map {
> png "Shadow.png" once interpolate 2
> #local i = 0;
> #while (i <= 255)
> #local T = minT + ((maxT-minT)/255)*i;
> transmit i, T
> #local i = i + 1;
> #end
> }
> translate <-1/2, -1/2, 0>
> scale <4/3*CameraHeight, CameraHeight, 1>
> rotate x*90
> }
>
> Where "Shadow.png" is your objectless shadow scene
> converted to grayscale and minT/maxT are the range
> variables for the amount of transparency (generally
> 0 to 1). CameraHeight is the distance of the orthographic
> camera from the shadow plane when rendering the shadow.
I see, looks like this can reduce the amount of hand-work required, and I
definitely will need to automate the process.
> Gilles Trans has another techique using an image_pattern
> that can be adapted to making soft alpha shadows.
> See http://www.oyonale.com/ressources/english/mkofdark2.htm.
Yes, image_pattern looks useful. Must play around with it.
In any case, thanks everyone who replied. This newsgroup is still as helpful
as the last time I was here some years ago. I think I must start some more
poving again :)
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