Re: Area lights shadows look like "steps"

2014-03-13 Thread David Saber
Yes, you got my rendertree correctly. I guessed I had to use a lambert at the end! :) A white lambert isn't exactly the same effect as the shadow pass, and the shadow pass is quick to setup, but because of the visible faces problems, I'll use white lamberts from now on. So thank you Oscar for

Re: Area lights shadows look like "steps"

2014-03-13 Thread Oscar Juarez
Let me see if I understood your rendertree, you are rendering your beauty without any shadows right? then an FG pass which you add to the beauty pass two times, one normal and one darkened and masked with the shadow pass. It's being a while since I've rendered in this kind of components, but light

Re: Area lights shadows look like "steps"

2014-03-13 Thread David Saber
Hello Oscar, thanks for your answer! Well, if you look at my FX tree: http://david.saber.free.fr/bazaar/xsi/cups_fxtree.jpg I also have a final gathering pass that I darken through color correct. Then I input it in the shadow areas (self shadow + drop shadow). In my beauty pass, the shadow on vis

Re: Area lights shadows look like "steps"

2014-03-13 Thread Oscar Juarez
As far as I know, that has always been a problem with the Shadow node, I think when I've had to use the shadow node, I turn off shadow cast on visible faces, I basically have used this as a shadow catcher, why you need the shadow cast on visible faces? that should come out with your shading and lig

Re: Area lights shadows look like "steps"

2014-03-12 Thread David Saber
Hello Alexander, I played again with channels and got a better understanding of it thanks to your help and to Ola's great blog http://caffeineabuse.blogspot.fr/2012/03/using-render-channels-in-softimage.html . So here is my last attempt at having both self shadow and drop shadow in one sing

Re: Area lights shadows look like "steps"

2014-03-11 Thread Alexander Akbarov
Your beauty pass composed from several basic channels: diffuse (or some renderers call it lighting, e.g. vray ), reflection, refraction, specular. So lighting channel it is your beauty pass -(minus) reflection - refraction - specular. I assume that you are using architectural shader and don't use G

Re: Area lights shadows look like "steps"

2014-03-11 Thread David Saber
Hey guys, Thanks for the suggestions, which got me interested in render channels. Previously, I was rendering with a pure pass workflow. I read the doc about channels but there is no example on how to use custom channels. So now I have more questions if you don't mind : ) But before that, her

Re: Area lights shadows look like "steps"

2014-03-09 Thread Alexander Akbarov
I'm not sure which passes(channels) you rendering except this one, but I think you can get your shadow pass from your beauty's pass lighting channel, if you render separate pass with lighting only but without shadows and an albedo pass. 2014-03-09 13:09 GMT+02:00 David Saber : > Hello Jason, > T

Re: Area lights shadows look like "steps"

2014-03-09 Thread David Saber
Hello Jason, Thanks for the help. The steeping is well visible in my render pass' camera, not only in the threshold but on large parts of the roundness of objects. So as I use this shadow pass as an alpha in composting, it's annoying. But your post made me think of other options to tweak: - I

Re: Area lights shadows look like "steps"

2014-03-08 Thread Jason S
That stepping always occurs, (revealing object polygons without "smoothing") happenning at the lit/shaded threshold of objects. But normally isn't visible, as it happens slightly beyond the maximum reach of the light on an object (will show-up in shadow only passes) And should similarly (nor

Area lights shadows look like "steps"

2014-03-08 Thread David Saber
Hi all, Please check this picture of a coffee cup, rendered in its own shadow pass: http://david.saber.free.fr/bazaar/xsi/Softimage_AreaLights_Rendering_Problem.jpg As you can see, the shadows are not soft, they look weird, like "stepped". I tweaked some shadow and area light settings, but I