Hi all,
I've a scene that contains a lot of planes with alpha channels than I need to create a shadow pass for.
My problem is that when I create a standard shadow pass the alpha info for each plane is lost - shadows appear as planes.
I've managed to get round this by creating a partition in the pass for each plane and creating an override for each partition to ragain the correct alpha info. This works for my current scene but is 1) time consuming, 2) problematic with larger scenes.
Does anyone know of a way to create a shadow pass that retains the alpha information of objects?
Cheers,
Antony
shadow passes and retaining alphas
-
a5'
- Posts: 66
- Joined: 13 Dec 2009, 20:53
- Location: hampton,nj
Re: shadow passes and retaining alphas yep
Not sure if this is what you want, but if you go into the explorer (8) >passes (p) > background objects partition > shadow shaders > material shadow (connection), >>>> use alpha, trying to experiment with it now but I figured I would give you the info.
a5
yeah, i think thats it.
a5
yeah, i think thats it.
watch the game starts after you accept the part, to redirect your mind.
--n.O.[SP]
--n.O.[SP]