Shadow Shaders
It is possible to use mental ray Shadow Shaders to further customize the appearance of your object's shadows.
Note: If photon effects (Caustics and/or Global Illumination) are used, using Shadow Shaders is generally not recommended, because light effects are properly determined by the photons. Shadow Shaders used with Caustics/Global Illumination will not produce physically correct results, but can be used to "fake" certain shadow effects such as in this scene.
1 Open scene
You may either use the scene you created in the above exercise (Material Shaders), or open crystalBallJinished.inb.
2 Assign a Shadow Shader
- Open the Hypershade and select the phongl material. In the Hypershade, select Graph —> Output Connections. This will display the shading group: phonglSG.
- Select phonglSG and open the Attribute Editor. Make sure to open the phonglSG tab.
- Expand the mental ray attributes section.
- Open the Create mental ray Nodes bar in the Hypershade and expand the Shadows section.
- MMB-drag a mib_shadow_transparency node to the phonglSGs Shadow Shader attribute.
3 Adjust the settings for the Shadow Shader
- In the Hypershade's Utilities tab, select the mib_shadow_transparencyl node and open the Attribute Editor.
- Set Mode to 3 in order to remove light dependency. You will not get any shadows if you leave this at 0.
- Double-click on the color swatch for the Color attribute to select your shadow color. You may wish to set it to a slightly darker color than that used by your crystal ball's material. This scene uses:
■ Lighten Transparency to grey in order to produce transparent shadows.
Tip: You can soften your shadows by enabling Area Light in your light's mental ray attributes in order to convert it to a mental ray Area Light. This may slow down rendering time.
4 Render the scene
- Custom Shadow Shade r used for transparent shadows
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