Metameric (Composition by gtoledo3)

Author: gtoledo3
License: (unknown)
Date: 2009.09.19
Compatibility: 10.6
Categories:
Required plugins:
(none)

After a great deal of testing of the shadow patch, I wanted to make a basic composition with it that showed it in a nice light, using only built in shapes. I realized that the Replicate In Space will work with the shadow engine in a way that that Iterated objects do not, though I found some aberrations in setting this up using a cube surrounding, particular face culling settings, and certain 3D transform settings that I'm still fleshing out. The cube surrounding did not make the cut because of this!

I was trying to be a bit minimal and stark with this, and also tweak the shadow engine in a way that wouldn't look too heavy handed.

This is needs 10.6, and needs no plug-ins; it's a bit of a "stock patch" study.

PreviewAttachmentSize
metameric shadow.qtz10.45 KB

cybero's picture
Re: Metameric (Composition by gtoledo3)

Quote:

it's a bit of a "stock patch" study

really nice study too •~

gtoledo3's picture
Re: Metameric (Composition by gtoledo3)

Thanks! I think what will be nicer in that department is a "Building Loop" that I've built that actually does work with shadows. (I'm going to upload it in just a little bit).

In making this, I came up with a number of scenarios where the shadow patch seems to ignore what is actually "happening", even with stock cubes/spheres. I have to spend some time and contrive a really clear cut example of what I think should be happening vs. what actually happens. I think the problem may involve the track ball, and/or using a 3d transform to move a scene inside of a Lighting patch with shadows on. I'm not 100% sure "why" yet, I just know that I can get shadows to seemingly not "line up" correctly, even without changing the projection.

That's why this doesn't have a cube surround :)

However, the shadow is pretty slick when it comes to a scenario like this, where the main thing you see is shadowing in between close objects.

Really fleshing out the way the Lighting/shadow patch works makes me remember the "fake shadow" technique and how good it could look...

Ah, the good ol' days :)