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 lighting doesn't it?


On Wed, Mar 12, 2014 at 11:16 PM, David Saber <davidsa...@sfr.fr> wrote:

> 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 single rendered image:
> http://david.saber.free.fr/bazaar/xsi/ShadowNodeProblem.jpg
> Bugger! It's the same situation as with the shadow pass :( So I guess the
> problem lies in the render tree shadow node.
> Isn't there any way to smooth the self shadow? I tried 'simple shadow" but
> it doesn't work.
>
> To answer your question:
> - My shaders are very simple, no architectural. Just image nodes in
> phongs, basically.
> - As for the albedo pass, to get it, I assume you just put a constant
> material on a whole partition ?
>
> Regards,
> Dave
>

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