Shadow
Shadow shaders can only be attached to shadow
statements in material statements, directly or indirectly in a
Phenomenon. They are called when a shadow ray hits an occluding
object; the shadow shader of the occluding object controls how
much light is transmitted. Shadow shaders are special in that
their result color is also an input color, which means that the
output cannot be attached to another shader parameters because
such attachments are one-way, output-to-parameter only. In a
Phenomenon, shadow shaders can only be attached to a material
inside the Phenomenon, or to the Phenomenon root if the
Phenomenon is attached to a material's shadow shader.
Transparency
The transparency shadow shader can be used to assign a
(possibly transparent) color to an object, and to make it
transparent for shadow rays. Either a color alpha < 1 or a
nonzero transparency cause shadow rays to be transmitted through
the object.
mib_shadow_transparency
color "mib_shadow_transparency" (
color "color",
color "transp",
integer "mode",
array light "light")
- color
- is the RGBA color of the object, which becomes a
multiplier for the light color being transmitted.
- transp
- is an RGB transparency. Value 0 is opaque; value
1 is fully transparent. Internally, the transparency RGB
components are multiplied by the alpha value of the color before
being used.
- mode
- controls the meaning of the light list: all (0),
inclusive (1), exclusive (2), or no light dependency (3).
- light
- is a list of light instances to loop over to
detect whether the current light (for which shadows are being
evaluated) does cause a shadow to be cast from this object. This
lets a material control which lights it casts shadows for. If the
mode is 0, consider every light in the light list parameter. If
the mode is 1, consider all lights in the global light list that
correspond to the lights in the light list parameter (inclusive
mode). If the mode is 2, consider all lights in the global light
list that do not correspond to the lights in the light list
parameter (exclusive mode). If the mode is 3, the light list is
ignored and a shadow is always cast (which is more efficient than
mode 2 with an empty light list).
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