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Thread: Variable height drop shadow problem

  1. #11
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    King_Cool's Avatar
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    OK so i made it.
    When i look at the example i made now, i see its actually a bit more than what you asked for i think.

    I use no fast loops or animation sequences.
    The trick lies in the layering, the rest is just smart programming.
    Attached files Attached files

  2. #12
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    Seems to work nicely. If you want to implement my suggestion as well, use this simple expression when setting the alpha blending coefficient for the shadow(s), although I've only written this expression for the bottom shadow. You'll need to figure out the rest yourself.

    0+(264-Y( "Active 5" ))*1.5

    By the way, funnily enough, your cylinder suggests the light source is coming from the sides since the top of it is darker. :P But I'm just pedantic and tend to notice things like this.

  3. #13
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    Quote Originally Posted by King_Cool View Post
    OK so i made it.
    When i look at the example i made now, i see its actually a bit more than what you asked for i think.

    I use no fast loops or animation sequences.
    The trick lies in the layering, the rest is just smart programming.
    That is a really cool technique! Nice idea! It would be cool if there was yet another shadow element on the side wall to show it curving around the edge.

  4. #14
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    Netninja
    I actually tried to implement that, but its way more complicated than it sounds.

    A Wall Shadow is simply just a scaled black sqare, which need to:

    A
    Stretch vertically from Bottom Shadow to Top Shadow ( this is easy enough, for starters at least )

    B
    Stretch horizontally between the Left-most and Right-most intersection point with the Wall ( for either of the Shadows ).
    The Shadow also needs to be positioned at either of theese intersection coordinates.
    The problem with this is: How do i get these intersection coordinates?

  5. #15
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    The intersection points would just be the static x position of where the wall/ledge starts +/- the x position of either shadow +/- its width.

  6. #16
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    Quote Originally Posted by netninja View Post
    The intersection points would just be the static x position of where the wall/ledge starts +/- the x position of either shadow +/- its width.
    That does not make sense to me.
    Could you explain in more detail?

  7. #17
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    King_Cool, that is a great example! If we can figure out the wall shadow that would make it perfect.

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