Overcaster
OC
Shadow
(OC_Shadow.lsc)
This setup is used to add soft shadows to an object.
If the current camera doesn't have motion blur set up, the script
will set up a requester where you can set up motion blur and anti-aliasing
(Overcaster needs motion blur to work).
If there are no objects in the current scene, the script will add a
null. This is because if the first object in the scene has sliders applied,
the scripts will fail to apply the sliders plugin to the current mixer object.
When you run the script, a following requester will appear
(If running from the hub, as many times as specified):
The Script will attempt to suggest you an unique name for
the morph mixer control object, but you can name it manually if you wish.
In this document, it will be referred to as the Shadow_mixer object.
If you have selected a parent object, you have the option
of letting the script attempt to scale and move the shadow area so that it
best fits your object.
The manual settings are the following:
The shadow area should be about the same as your object's
size in centimeters. If standing the height, if laying down in width
or length.
The verical offset will move the shadow area up, "resting
on ground" if set to 100. If set to -100, the area will be totally under the
ground. If zero, the area is centered.
There are four resolutions to choose from.
1. EZ
Choosing EZ will set up a single pair of spotlights
light with spinning light trick. As the shadower always needs at least two
lights to work (they cancel each one out, except for the shadows) the EZ rig
also uses sliders for control, unlike the other EZ rigs.
2. Normal
This is the same as in previous version of
OC Shadow. The script will set up three pairs of spinning lights.
3.
Double
This
option will create six pairs of spinning lights.
4.
Triple
This
option will create nine pairs of spinning lights.
Choosing the correct resolution depends on your scene. Doubling
the amount of lights roughly equals doubling the amount of AA passes when
quality is concerned.
In some scenes, more lights but less AA will render faster, in
others the opposite.
Shadow type and
resolution can now be set. If the script is run again while Shadow mixer
is selected, these settings can be modified.
There is now
a new option called "cast light". This will turn the shadow area into light
area - there will be soft lightdome type light inside the area. This option
is experimental. Note that the color adjustments SUBSTRACT from the light,
instead of add like usual (adjusting blue slider will remove blue from the
light). Shadow intensity becomes diffuse intensity.
There are six
slider controls, for shadow density and color, cone softness light distance
and spread.
Cone softness
determines how abtruptly the shadows cease to exist at the edges of the shadow
area object.
Light distance
can be used in open places for slightly increased accuracy - beware that the
lights can easily be obscured by unwanted objects (i.e. the roof of a room)
when high settings are used.
Spread acts like
softness control.
On the left,
spread is set at 20% on the right to 100%. The image is a motion blurred OpenGL
preview of triple resolution shadowers. The original OC Shadow roughly equaled
normal resolution version with 45% softness.
Overcaster shadower
uses a "shadow area" object, which is used (surprise) to define the area where
there will be shadows.
The shadow area
object should be set to closely surround your shadow casting object. This
can be done in a variety of ways.
1. The
easiest way is just to use the "automatic" button in the OC Shadow interface.
2. You can
estimate the shadow area and set up the dimensions manually in the interface,
ie. when you wish to use just one shadower with multiple objects.
3. The old
fashioned way is to scale and move the shadow area object at frame zero so
that it covers the desired area.
NOTE! There is a known bug in the Shadow script - when applying
the shadower, the automatic scaling does not work correctly. However, if you
run the shadower script again with the mixer object active, it works. I don't
know yet where exactly the bug is, but i'll fix it ASAP.
Everything outside
the shadow area will have ambient light (Use Overcaster ambient or ambimage
- LW native ambient... don't get me started!), but no shadows casted by Overcaster
shadower.
The bigger the area object, the softer but less accurate
the shadows.
Overcaster shadower
is used just to add soft shadows to an object. It doesn't affect lighting
in any other way, so you can load as many instances as you want, and use multiple
shadow areas in the scene.
This example
with 3 instances rendered in 2 minutes 17 seconds with p2 350 at low AA. The
shadow blotchiness would be unnoticeable with medium or higher AA, or with
higher resolution Shadow rig. As you can see from the computer specs, the
above examples are very old - i will update this page with current examples
(with Chastity, yeah) whenever i have the time...
The rig can be completely removed from the scene by deleting the
Shadow mixer object and it's descendants.
PlugPak 1.0 notes
Some of the features mentioned above do not apply.
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