daddyo
08-24-2006, 02:18 AM
Yeah I know the title is confusing...
I'm really fond of the ambient occlusion passes and the way you can comp them. I wanted to setup a shadow pass that did the same thing, that is, a white frame with shadows showing in the rgb channels, with a minimal amount of work. I know there are shaders made like Puppet's that do just this, but I wanted to share the technique...
Just assign a Use Background shader on your geometry, and in your camera settings, turn the environment to white, instead of the default black... and thats it!
Edit: Unfortunately, this type of pass won't take into account shadows cast from bumpmaps. It would be nice if there was a shader out there that did this...
I'm really fond of the ambient occlusion passes and the way you can comp them. I wanted to setup a shadow pass that did the same thing, that is, a white frame with shadows showing in the rgb channels, with a minimal amount of work. I know there are shaders made like Puppet's that do just this, but I wanted to share the technique...
Just assign a Use Background shader on your geometry, and in your camera settings, turn the environment to white, instead of the default black... and thats it!
Edit: Unfortunately, this type of pass won't take into account shadows cast from bumpmaps. It would be nice if there was a shader out there that did this...
