Hi,
After searching for a couple days now I've been hard pressed to find a solution for combining the two shadow techniques from a light source(s). I'm working with a character with fur attached. My strategy is like the following:
(MircoPoly Engine throughout)
Take 1-
Render the hair with the rest of the geometry under “forced matte”. Deep shadows are generated at this time.
Take 2-
Render the rest of the geometry without while calling upon the deep shadow files created in Take 1 to project shadows casted by the hair onto the character.
This so far has been working ok for me but when I introduce motion blur, the deep shadows start to fall short while working on Take 2's surfaces. I've checked out a couple of other threads on this issue, the consensus being that increasing the bias will do the job. It certainly cleaned things up but after several tests I ended up with a few funky artifacts. I tried working with shadow mattes but the results were essentially the same, just assembled in post. Raytracing the shadows, albiet a tad more expensive, got me much cleaner and more predictable results but the problem now is that I'm missing out on the shadow data generated in Take 1 with the hair.
That said, I would like to ideally use lights with raytracing shadows during Take 2 on my surfaces while projecting the deep shadow information from Take 1 in conjunction using a *shadow caster* light. Is there a way to do this? Thanks!
Shadow Caster: Combining Raytrace and Deep Shadows...
1217 0 0- chris.k.erickson
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