Hello Christoph,

On 08/28/2012 08:33 AM, "Christoph Fünfzig" wrote:
> I am using a ShadowStage node for shadow rendering.
> How do I incorporate shadowing effects into my own
> vertex/fragment shader material?

the ShadowStage runs a pass that combines all shadow maps from lights 
into a full screen texture that is then combined with the rendered scene 
to darken areas that are in shadow - so the you won't get coloured 
shadows with it. That means your materials don't have to know about 
shadow maps, they just compute lighting without testing for visibility.

> Scenegraph structure is
> root
> *        *      *
> *        *      *
> terrain  world  body
>
> where I would like to see shadows from "body" on "terrain" and "world".

ShadowStage has mfExcludeNodes to exclude nodes from (IIRC) casting 
shadows [1].

        Cheers,
                Carsten

[1] it's possible that mfExcludeNodes excludes shadow casters and 
receivers. I think it would be a good addition to separate it into two 
fields then.


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