[Bf-funboard] Shadow casting particles
joeedh
joeeagar at prodigy.net
Mon Dec 20 13:49:34 CET 2004
Robert Wenzlaff wrote:
>On Sunday 19 December 2004 23:55, J L wrote:
>
>
>>Hi,
>>
>>As we've known for ages, Particles don't cast shadows.
>>
>>This is ok for animated particles, but what about static ones? The
>>workaround is rendering the frame from several different angles and using
>>that for shadow maps. But the problems comes with animations.
>>
>>The main reason that this happens is that static particles can only use
>>Halos if they are to not appear as a fuzzy blob. So why not introduce
>>another type of material that are like Halos, but cast shadows and don't
>>glow.
>>
>>
>
>The problem is that halos don't cast shadows (and considering what a halo is
>supposed to be, this is quite logical). A partical system (both static and
>dynamic) with a dupliverted mesh or metaballs does cast shadows.
>
>I'm not quite sure what you are saying about the "fuzzy blob" part. Is it
>that the mesh corners show or are you refering to metaballs being fuzzy?
>
>If you are using shaded halos to do something like smoke, you can always
>duplicate your emitter, parent and duplivert a mesh to it, and set it to
>shadow only.
>
>
>
Halos are meant to emulate spherical volumetric space, right? So just
input to the raytrace the equation for a sphere to do your shadow
calculation.
joeedh
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