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On 17/04/2009 at 10:16, xxxxxxxx wrote:
Cinema 4D Version: 9.6-11
Platform: Windows ; Mac OSX ;
Language(s) : C++ ;
I'm wondering if any of you know how to cast realistic shadows from a volumetric shader. Right now, I have a volumetric shader used to display objects (ie. at some points the shader is fully transparent, at others it contains objects). The shader successfully cast shadows onto C4D objects, but these shadows are always hard, no matter the type of shadows of the lights (shadow maps, area, etc.). Needless to say, it's quite unrealistic, especially when your C4D scene has a mix of hard/soft shadows only induced by the volumetric shader.
I don't really expect C4D to take into account volumetric shaders when building the shadow maps, but it should at least work with the "area" mode.
During C4D shadow computation, the volumetric act as any other objects (blocking or not a shadow ray), so i don't see how it would interfere in any way with the computation of area shadows, IMHO.
It's like C4D is seeing the volumetric shader and decides to just cast one ray into it, resulting in a hard shadow. Maybe I just missed a setting somewhere, but I searched...