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www.blender.nl this document is online at http://www.blender.nl/showitem.php?id=57 |
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![]() Image 0: What we can accomplish |
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![]() Image 1: begin.blend before shadowing |
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![]() Image 2: The view from the spotlight |
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![]() Image 3: Your "curves" window should look like this |
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![]() Image 4: Your shadow image should begin like 4A but look like 4B after "curving" |
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![]() Image 5: The material settings |
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10. Go back to the material buttons. Set the new texture's color percentage slider to 0.500 (Above alpha slider and var slider). This means the material will blend the texture half and half with the underlining colors and textures. Change mix to sub (subtractive instead of blending). Bright spots on the shadow texture are subtracted from the object, causing dark areas, or shadows. (This method avoids white edges on the shadow caused by the filtering process. Took me a while to figure that out...) 11. Set the new textures size x, size y and size z all to 0.100 or so. (This value is the inverse of the distance of the SpotLamp to the objects creating the shadows. Inverse means one divided by the number; i.e. for a lamp 10 units away, 1/10 = 0.100). And here's the key - instead of the default orco mapping type, set the mapping to object and type in the name of your SpotLamp (probably Lamp or Lamp.001; you should change it to something descriptive.) This calculates the texture depending on the position of the lamp. This procedure must be done for each object that is to receive a shadow, but the texture they all use should be the same (don't "make single user"). All the size and mapping (object) values should be the same in every material belonging to objects that are to receive shadows. |
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![]() Image 6: The final result |
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And there we are, a particle system with beautiful shadows!
This procedure works only for stills. You could make it work with movies, too, using an animated texture, but that's beyond the scope of this tutorial. And personally I will probably never do it, because my work is all for printing. It's tough to print an animation. Note for expert users: If you have a ton of objects, adjusting every value in every material is painful. You may want to consider using straight-line ipokeys, and linking each separate material's value to the same ipokey. Then you could simply move the ipokey up or down to alter the value everywhere. This could save you a lot of work in the long run. But you've got to know what your doing... You can download the final result below. Here's a shameless plug for the author's Blender website, where you can see a high-resolution version of Image 0, among other things.
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