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    Geometry for Shadowmap

    Scheduled Pinned Locked Moved SDK Help
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    • H Offline
      Helper
      last edited by

      THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

      On 08/07/2006 at 06:54, xxxxxxxx wrote:

      User Information:
      Cinema 4D Version:   9.1+ 
      Platform:   Windows  ; Mac  ;  Mac OSX  ; 
      Language(s) :

      ---------
      Hi All,

      I'll like to prepare geometry for shadowmap different from the one that i prepare for rendering.

      I would like to generate fur with the face front the current light so the fur silouette will be correct.

      Renderman use this tecnique to calculate the correct deep map for any light.

      I know that is not possible.. this is just a try 🙂

      Cheers
      Renato

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      • H Offline
        Helper
        last edited by

        THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

        On 08/07/2006 at 12:50, xxxxxxxx wrote:

        Perhaps you could use a volume shader for this purpose?

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        • H Offline
          Helper
          last edited by

          THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

          On 08/07/2006 at 16:17, xxxxxxxx wrote:

          Uhm.. this sound interesting.. can you tell me more?

          Renato

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          • H Offline
            Helper
            last edited by

            THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED

            On 09/07/2006 at 02:47, xxxxxxxx wrote:

            The idea would be to create a volume shader and only implement CalcTransparency() to see if you can determine from raybits when you would need to occlude shadow rays.

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