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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.
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.
color "mib_shadow_transparency" ( color "color", color "transp", integer "mode", array light "light")
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