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View Full Version : Piping Use Background through a Condition


rjpieke
03-03-2005, 04:43 PM
I'm trying to set up a scene that allows the user to easily toggle on/off "shadow catching" on the ground. Up until now, the plane was duplicated (one had the beauty shader, one had the use background shader). As the geometry of the ground became more complex, I tried moving the toggling from geometry visibility to the shading network.

What I have is a lambert shader (for the beauty) and a use background shader (for the shadows). These each get piped into a conditional, which then drives a surface shader. The problem is that, no matter what connections I seem to make, the final image's alpha has the plane @ 100% opaque (rather than the opacity matching the shadow coverage). Is there a limitation with indirectly connecting use background shaders to shading groups?

Ultrasonic
03-04-2005, 08:26 AM
Works well for me...

You just need a second condition for the OutMatteOpacity!
I've attched a scenefile...

c ya
Oli

rjpieke
03-04-2005, 11:38 AM
Works well for me...

You just need a second condition for the OutMatteOpacity!



Thanks for the scene. You're right that it seems to work with mental ray (I hadn't tried that), but if you switch the renderer to Maya Software (and change the shadows to dMap), the problem crops up.

Cheers!

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03-04-2005, 11:38 AM
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