I'm not sure which passes(channels) you rendering except this one, but I think you can get your shadow pass from your beauty's pass lighting channel, if you render separate pass with lighting only but without shadows and an albedo pass.
2014-03-09 13:09 GMT+02:00 David Saber <[email protected]>: > Hello Jason, > Thanks for the help. > > The steeping is well visible in my render pass' camera, not only in the > threshold but on large parts of the roundness of objects. So as I use this > shadow pass as an alpha in composting, it's annoying. > > But your post made me think of other options to tweak: > - In Geometry approximation > Poly mesh > I increased the subdiv level > from 2 to 3 and got smaller "steps". > - In Geometry approximation > Poly mesh > I increased the discontinuity > angle from 60 to 120 and got more softness. > - In the light settings > soft light > raytraced soft shadows > I set it > to 3 and 15 and got a bit more softness, but it seriously increased > rendering time. > > What bugs me is that the steps are still here. Smaller and softer but > still here. > By the way, I didn't find the option to turn off "cast shadows on visible > faces", could you help me on that? > > Thanks, > David > > > On 2014-03-08 20:38, Jason S wrote: > >> That stepping always occurs, (revealing object polygons without >> "smoothing") >> happenning at the lit/shaded threshold of objects. >> >> But normally isn't visible, as it happens slightly beyond the maximum >> reach of the light on an object >> (will show-up in shadow only passes) >> >> And should similarly (normally) become invisible once you comp your >> shadows in, on a pass with that light only. >> >> Of course if you comp that on on the final with other light sources >> you'll see the stepping, >> in that is the case, you can turn off "cast shadows on visible faces" >> and voila! >> >

