Shadow to Vertex map
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Hi Michal,
To keep the forum readable, new questions need to have a new thread; otherwise, it becomes an endless text. Thanks for considering this in the future.
I'm unfamiliar with OSL shaders in Octane; as I mentioned, I have zero access to Octane. Perhaps check any related Octane Forum.
You can bake an image sequence and use this. My understanding of the target here is a rendering. In that way, most parts inside a project can be backed, cached, or expressed somehow.
A Vertex Map has no idea about its Normal direction, nor is there anything that defines the position inside of a given Vertex Map.
This needs to be taken from the Point Position and the Light Position. But what happens if one uses a Normal Map? The orientation changes at that moment. A few variables need to be known first to find (perhaps) a solution, but it is more complete than that.
This is not a straightforward situation. Think about Area lights, parallel lights, different shadow qualities with their edge definitions, etc., not even think how a few lights in concert will work.All the best
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Hi,
I will post new questions in new threads in the future. sorry for the mess.
Thank you for your time explaining what is possible.
best regards
Michal -
Thanks for understanding, Michal.
(No need for any sorry here, but thanks for the thought.)
I believe we like to find something when we go to any forum. I try to make it as easy as possible for anyone.
BTW, have you tried to place the camera as a child of light (same position, etc.), so a Fresnel Shader will show the angle of the surface and how it changes? This can be backed, even as animation. Then you have the data.
https://www.dropbox.com/s/gkqbhf65fucqaoa/CV4_2023_drs_23_TXfv_01.zip?dl=0
Note that the "Use Camera Vector" is enabled; Fresnel needs that.Cheers
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Thanks,
Have a nice weekend. -
You're welcome, Michal.
Enjoy your weekend as well.
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P.S.: I hope this helps a little bit, as these are the closest I can find that brings shows some surface angle into the game to create a specific result.
https://github.com/redshift3d/RedshiftOSLShaders/blob/main/Iridescence.osl
https://github.com/redshift3d/RedshiftOSLShaders/blob/main/Flakes.osl -
Hi,
I solved my problem getting "shadow to vertex map"
It's not perfect but it is in real time and that's enough for me for now.
I modified a little bit of your expresso and connect point normal to plight normal.
https://www.dropbox.com/s/onj94slaskbw57t/07.png?dl=0
I hope it's not a bug
Thank you for all your help
I will test it with a shader and post some results.
Best regards -
Hi Michal Rodzinski,
Yes, that is an option for self-shadowing to a certain degree.
The Normal of a Plane point will be 0, 1, 0 even if you take the object axis and rotate the object.
The Normal direction inside of a hole (e.g., Donut) might have Normals that point to the light but would receive shadow from itself.The Normal idea is excellent if these limitations are not in the way.
Also, this is not an option to evaluate the received shadow from a different object.I would say it is the way it works, not a bug.
Anyway, I hope that works for you.
Cheers
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Hi Dr. Sassi,
I want to share what I have done with the vertex map technique and resolve one problem with this solution.
https://youtu.be/-w2yPYcm8SY
What I have now is for my sufficient. I think I don't need complex self-shadowing because as you can see in the example there is a solid black toon shadow,
that covers this area of the model.
But there is one problem.
There are two options connecting to Plight- if from node "Point" I connect Point normal to Normal in Plight - Light rotation is working, moving object is working, rotating object is not working;
- if from node "Point" I connect Point position to Normal - Light rotation is working, Moving object is not working, rotating object is working;
and in both cases, deformers don't work.
here is a screen capture:
https://www.dropbox.com/s/nvckyml24lzzjj8/Desktop%202023.02.10%20-%2013.01.34.01.mp4?dl=0
this is the moment I hit the wall - is there any solution to resolve this problem?
I'm asking because I will use it on animated characters.
thank you for all your help
All the Best.
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Hi Michal Rodzinski,
The idea is to rotate the points around the axis but not the axis itself.
The position of each Point is based on the Object Axis. With this, the Normal is a Local idea. So you need to rotate the "surface" but not the axis. How to do that? Rotate Point from the X-Pool>System Presets> Matrix in XPresso.
Example:
https://www.dropbox.com/s/3wf6skt6a3w2xe6/CV4_2023_drs_23_XPvr_01.c4d.zip?dl=0
I have marked what can be moved and what can be rotated. Any derivation from that and the system is broken.The "surface" can now be rotated or moved" while the Vertex Map is focused on the light source.
Since I have no file here, and screen capture nor images tell me that, I can only suggest/guess that you had in the Point Node, not the "Use Deformed Points" checked on.
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With that knowledge, you might use the Cluster Object to rotate the points around, while the Object that rotates the Point is a child of the Object, so it stays at Position 0, 0, 0.
My best wishes