shadow casting?

Apr 6, 2009 at 3:23am

shadow casting?

hi, newbie here to jitter and 3D, trying to figure out how to have an object cast a shadow on to another object. self-shadow not necessary at this point. searched forums and googled around for a while but came up with nothing. there’s only one other post in the forum i could find about this (?!), which states jitter does not do this but might soon – but that was 6 years ago. does it still not do this? also the patch in that post does not work for me in Max 5 (meaning i see the drawn shadow in the lower left but not in the final output window).

assuming i can figure out the workaround technique in that patch, is this still a good (i.e. easy but with decent accuracy) approach to take?



Apr 6, 2009 at 10:42pm

ive been using @capture texturename attribute to render objects to textures and then blend them onto the shadowed object, but its not very great way to do this. Also there is mention of shadows in the texture reference but I cant find any info on how to use it. I have been trying for years to do this but no luck yet.

Apr 7, 2009 at 12:12am

heres a fixed version of the previous thread patch with my own spicey improvements

Apr 7, 2009 at 12:16am

another variation, I realized it might be easier to see the shadow if I turned on the polys

Apr 7, 2009 at 6:47am

nice examples!

Apr 7, 2009 at 9:12am

Very nice! Definitely a good example of using multiple renders. Notes:
- I think the shadow has a 1 frame delay, it’s easier to see if you slow down the movie rate.
- In this example, the shadow seems to be mirrored. Easy to resolve.

Would be a nice quest to try to make this into something more generic for an entire setup. But no time for that at the moment…

Apr 7, 2009 at 3:17pm

I think I can probably make a way easier abstraction to deal with this, Ill try it out in a bit.

Apr 8, 2009 at 6:20am

axiom, thanks for this, very helpful. i can learn from this and do something close to what i want for now, although eventually i will come back for help with getting higher quality overlapping shadows. look forward to any improvements/abstractions you or others make in the meantime…

thanks again.


Apr 26, 2009 at 12:49am

just getting back to this and trying to untangle your example patch. can you be so kind as to re-post your example with just a simple cube? easier to learn what’s going on. i did it myself but somehow having flickering and some trouble moving the “light source,” i.e. render s2, around. also i cannot figure out how to make shadow generation not lag one frame behind, as bas van der graaff pointed out…


Apr 26, 2009 at 1:56am

sorry, dont have time to do that any time soon


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