This shader makes a material visible only where it receives shadow cast from particular lights. It can also make a material invisible where the shadow falls (so where the shadow appears, there's a hole.)
About the example SGI
movie flipbook (2.9M):
The scene consists of one strutting skeleton, one raytrace point light,
and one default grid. The skeleton and camera are animated, the grid and
light are static.
The grid is behind the skeleton and has a default material accompanied with the Shadow-Separator material shader (with its default parameters). On the grid there's a 2D texture map from the Softimage SI_Materials library (with default 2D texture parameters).
The light is a default point light with raytraced shadows turned on and the Shadow-Separator light shader attached to it (no parameters).
What you see in the rendered flipbook is the skeleton and its shadow on the grid. The grid is only visible where the shadow falls. The shadow grows in size as the skeleton struts further from the light.
Vincent Lu
Developer Support - SOFTIMAGE PSS
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