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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