Hi,
I have questions related to the two aiShadingState modes.
1. Skip Shadow Rays.
The documentation says: "If true, don't trace shadow rays for lighting". I don't quite understand when this node returns True. When skip_shadow is marked somewhere? When a shading point is affected by a shadow ray? Or should i connect something to this node? Simply, how to use this mode?
2. Force hemispherical lighting.
Does this parameter apply to BRDF function, or just to hemispherical Skydome light mode? I suspect it's related to BRDF, but how to use it? Where to plug? I'm curious because perhaps it's the solution for shading errors in my script for normals customization.
Thanks
1. Are you doing your own light sampling? Then if skip_shadow is true, you don't have to do any light sampling with shadow rays. Typically because the light sample cache is still valid.
No, I was thinking to use this as a utility to prevent a point from being affected by shadow. For instance: if point Position>0 then skip_shadow. Thanks to this I will able to turn on and off shadow for chosen points.
This could potentially generate some issues like a dependency loop and is related to at which stage a shadow ray is generated and that's why I'm looking for more info.
The state nodes let you check the shader global state for a shading point. For example, what's the shading normal for this specific shading point?
You don't set the shader globals with the state nodes.
Ok, thank you. For some reason I got the purpose of this node wrong. I will delve deeper into the topic and come back if I have any questions.
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