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!
>>
>

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