Microsoft KB Archive/184923

HOWTO: Maintain Constant Material Shading with Surface Shadows

PSS ID Number: Q184923 Article last modified on 04-30-1998

IRIX:3.7,3.71; WINNT:3.7,3.71

IRIX winnt

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The information in this article applies to:

 SOFTIMAGE 3D for IRIX, versions 3.7, 3.71 == SOFTIMAGE 3D for Windows NT, versions 3.7, 3.71 == 

= SUMMARY =

This article provides a method for creating shadows on a surface while maintaining constant material shading. Use this method for scenes that contain luminescent surfaces that must retain Specular, Ambient, and Diffuse properties.

= MORE INFORMATION =

Follow these steps to render the scene twice using different surface properties:


 * 1) For your first layer (layer1), set the surface’s Material Shading to Constant.
 * 2) Hide all the scene objects except for the Lights (do not raytrace the lights).
 * 3) Render layer1.
 * 4) For the second layer (layer2), display (unhide) all the objects in the scene.
 * 5) Set the surface’s Material Shading back to its original Shading type (that is, Lambert, Phong, or Blinn).
 * 6) Apply the Shadow_Matte Material Shader to the surface’s Material (include the raytraced Lights in the Shadow_Matte’s Light list).
 * 7) Re-activate the raytraced Lights (lights that cast shadows).
 * 8) Render layer2.
 * 9) Composite layer2 (with Alpha) over layer1 (Opaque).

You will see shadows cast on the surface while the surface’s Constant shading is maintained.

= REFERENCES =

If you have any questions concerning the information contained in this article, contact support@softimage.com by e-mail.

= Additional query words: si si3d si3dmat =

Keywords : si si3d si3dmat Version : IRIX:3.7,3.71; WINNT:3.7,3.71 Platform : IRIX winnt Issue type : kbhowto ============================================================================= Copyright Microsoft Corporation 1998.