Jeff01 opened this issue on Feb 07, 2005 ยท 8 posts
Jeff01 posted Mon, 07 February 2005 at 9:25 PM
It seems to make sense that the side of a cube towards the light casts a shadow on the side away from the light, thereby blocking any translucent effect. But wouldn't that be true for a 3D ear as well?
The picture is a ball and cube primitive, each with a diffuse node linked to their translucent nodes. The ball at full scale shows no translucence, and the cube shows some near the top edge (left).
But reduce the Z Scale to 3 percent on each (right), and the translucence shines through! The distance between the surfaces seems to matter, and ears are thin where the light shines through.
ynsaen posted Mon, 07 February 2005 at 9:28 PM
hmmm... just like in real life...
thou and I, my friend, can, in the most flunkey world, make, each of us, one non-flunkey, one hero, if we like: that will be two heroes to begin with. (Carlyle)
Mec4D posted Mon, 07 February 2005 at 10:36 PM
as ynsaen said! :) if you need to get the effect stronger set the value of the translucence Color higher and let the program thinking the cube or the ball is from heavy mat glass. :) and everything works exact as in real life.
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"Surrender to what it is - Let go of what was - Have faith in what will be "
Mazak posted Tue, 08 February 2005 at 7:28 AM
Did you use raytrace shadows or shadow maps? Mazak
Jeff01 posted Tue, 08 February 2005 at 8:01 AM
I used depth map shadows. -Jeff
stewer posted Tue, 08 February 2005 at 8:33 AM
This effect doesn't look good with ray traced shadows. When using depth map shadows, you can also vary the map blur and bias settings do get different effects.
Using multiple lights with different settings, I was able to get this effect:
Lit entirely from behind, no light on the camera side! -Stefan
PapaBlueMarlin posted Tue, 08 February 2005 at 12:43 PM
Great effect stewer :) I was trying to do some translucence with Elle. How do you do the depth shadow mapping?
byAnton posted Sun, 01 May 2005 at 3:30 PM