Shadow

 
 
 

| Render Tree Usage

Category: Illumination

Shader Family: Surface Material

Output: Color

Used to extract a shadow projected from an object onto another object. Especially useful when creating a shadow pass for compositing.

The alpha value is set according to the amount of illumination shed on the surface of the object. Areas completely in shadow receive a value of 1.0; areas with no shadow receive a value of 0.0.

Name

The shader's name. Enter any name you like, or leave the default.

Minimum

Minimum threshold for shadowing. Values below the minimum setting are pushed to 0.

Maximum

Maximum threshold for shadowing. Values above the maximum setting are pushed to 1.

RGB

By default, only the alpha values are considered. Applies the Min and Max parameters to the object's RGB values as well.

Shadow cast on visible faces

By default, the shadow shader is not evaluated of areas of the object's surface that do not face the light. These ambient areas of the surface are always in the shadow, rather than having shadows cast directly on them.

When this option is enabled, the shadow shader is evaluated for these areas and their shadowed regions are added to the shader's output.

Render Tree Usage

This shader is simply connected to the Surface input of the Material node to create a shadow pass.