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 >