Adding mood with some simple shadowmapping

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Shadows can be created artificially, and it is a great way of adding a certain mood to an otherwise dull picture. Most of the professionals already knows this fact, and use it with success as well. In the real world art of photography, the photographer never wants more than one shadow (this is a general rule only, and general rule have always exceptions). If a photographer made a portrait of a person and the nose would cast two shadows, he would not be very satisfyed with the result.

However, there are times when he would want other shadows to be present in the picture, not generated by the person he/she where to portrait. By using shadow mapping we can achive these kind of results without even the need of tracing shadows at all. The correct way of using shadowmapping in Real 3D is to shadowmap an object that have no other textures at all. Needless to say, most of the time we do have the need to use textures, so we will have to do things a little bit different than the 'original' way. By using a black and white (only) image, we can use the scopemask feature to prevent the normal blending that would occur. The result will still be blended 50/50 in the 'shadowed' area, but it gives a nice impression of shadows. For a more accurate result, see advanced shadowmapping/diffusionmapping. Here is how it can be done:

  • Create a black and white image
  • Create a scene with a floor and some object with different textures
  • Set the camera and lightning
  • Create a material called 'shadows' with the following attributtes:
  • Apply the shadows material above all objects to be affected in the hierarchy
  • Set the rendermode to shadowless, and render

    Note that the black color can be any color to give more a filtering effect. Also note that this way we can only achive very sharp shadows. Below is an examples of using shadowmapping in this fashion.

    Examples of simple shadow mapping

    Shadowless ShadowMap
    Fig. 1. Shadowless mode Fig. 2. Shadowmap added

    Notice how much more interresting the second picture looks, just by breaking off some of the main features with with the use of some simple shadowmapping as this. There are a couple of things worth mentioning about the above pics. First of all, notice how the shadowmap affect the highly reflective floor. As you can see this doesn't look very realistic, so be ware of this effect when using shadowmap on reflective surfaces. Second, I use a little trick well known to photographers; notice that despite the extreme use of perspective, the parallell vertical lines are actual parallell. A photographer would probably use a 'shift-objective' (?!?) to achive this effect (or reduce the effect of angled parallells) but in Real 3D we have to cheat bigtime. What I do is keep the camera nontilted (angled parallells occur when the camera is tilted), render an image that is twice as high as it should be and just crop away the lower part.

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