Shading and Shadow questions #127
Replies: 2 comments 1 reply
-
So, with Light (1, 0, 0, 0) the material will only be affected by lights if its Light Group is equal to 1 or 0. The Shadow Channels is the same, but for casting shadows.
Additionally, I just added new functions to check in what pass is being rendered: 9a2fa59
1º. PRE_PASS. It has 2 Render Targets (AOVs if you prefer), a World Space Normal (RGB) and Depth (Alpha) texture, and an ID texture with just 1 channel. These textures are then set as uniform parameters in the MAIN_PASS. 2º. MAIN_PASS. It has 3 Render Targets. Render Color, Line Color, and Line Data (Width). So any shader that requires info from nearby pixels (AO, bevel, curvature, line detection...) is going to read from those textures. |
Beta Was this translation helpful? Give feedback.
-
1-4. Sounds like a bug. Could you upload a blend file with the material where the gradients are locked?
Using pass-specific textures from nodes would be tricky. It's better to just use the NPR MeshShader nodes, that's why they are there.
get_bevel will bevel in the MAIN PASS, the normals that where output in the PRE PASS.
That's exactly what get_bevel does. |
Beta Was this translation helpful? Give feedback.
-
Hello! Some questions about shadows and shaders.
I want to get shadows isolated on their own. What is the best way to do this? I have gotten them so far by using the scene_toon node and setting the offset to 1.
![image](https://user-images.githubusercontent.com/36803956/133582382-94b9e350-61c6-449b-bf4c-dd86c6929389.png)
In the above picture, we can see jagged lines at the edges of the shadows. What can be done about this? I have seen it improve by turning up the resolution on Sun Cascades. But even at 4096, the issue is visible. Should I be needing to have it that high or higher?
How are these settings used?
![image](https://user-images.githubusercontent.com/36803956/133585048-5319e5ee-2d0f-41cf-b0ea-1dcff31ef070.png)
I want to have a material that receives shadows cast by other objects, but does not cast any shadows of its own. In Cycles/Eevee, you can control the strength of the shadows something casts by using the Light Path node's Is Shadow Ray to mix between the surface shader and a transparency shader. Is there any equivalent to the Light Path node's outputs, or any other way to do this?
What exactly is the difference between scene_toon, get_toon, and lit_toon? (or any of the others.) It seems that scene versions have more input options?
I want to use custom normals with AO and Curvature. There does not seem to be any scene versions of this. Is this possible in some other way? I see the ao_ex and Curvature nodes in the Filters section seem to have options for normals to be inputted, but I cannot figure out how to use these. They seem to expect image texture inputs?
Thank you!
Beta Was this translation helpful? Give feedback.
All reactions