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?
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?
