Mmodel-ShadowsInRman
03-Oct-93 23:01:04
Sb: #7258-Mmodel-ShadowsInRman
Fm: Scott Kildall 71333,42
To: Dorian Dowse 100240,171
Hi Dorian,
Glad that the un-shadowed images are rendering well…thank goodness
for small blessings, huh? 😉
First: the MacroModel shadowlight shaders (.slo) do lie in the
"Shaders & Textures" folder in the System Folder, yes? (The .sl files
are text files we can open, tweak, and recompile into new .slo's —
it's immaterial where they lie.)
The idea behind RenderMan shadows is the use of "shadow maps" —
bitmap images rendered from the point of view of each light source,
that show greyscale as a function of distance from the
light…objects that are close to the lightsource are lighter in
shade, objects further away are darker.
We have to first render out these shadowmaps. The camera-view
rendering then uses these shadowmaps in its lightsource calculations.
The error message we're seeing is because there is not yet a
shadowmap rendered and availble for each lightsource.
The trick: if "shadows" is turned on in MacroModel, and "Export RIB"
is chosen, then we will, as you note, have three RIB files produced.
If the ".lt0" and ".lt1" files are rendered first, they will produce
shadowmaps in the same folder, which the main (camera) rendering can
then reference.
If, on the other hand, the camera view is rendered before rendering
the light views, then we'll see an error message that the textures
(shadowmaps) for the scene are not available…that's what's
happening here.
Optimizations: ** If you're doing multiple test renderings, it's
not necessary to re-render the shadow files! Assuming the lights and
objects have not moved, we can then reuse the existing shadowmaps by
just rendering the camera view. Very handy for adjusting light
intensity, shading factors, etc.
** MacroModel gives very fast previews of where RenderMan shadows
will fall! They work quite well together.
** We're not limited to the lightsource presets provided in
MacroModel…opening up the RIB in a text editor allows us to specify
different shaders. If you have the .slo files for all your
lightsource shaders, then shader parameters can be read directly.
Otherwise, use of something like the Valis Group's "Shader Detective"
or Macromedia Three-D can reveal what types of light parameters are
available.
Hope this helps,
John Dowdell
Macromedia Tech Support