[vtkusers] Shadow support on volume rendering

David E DeMarle dave.demarle at kitware.com
Fri Oct 27 12:17:49 EDT 2017

> using vtkOSPRayVolumeMapper directly instead of vtkSmartVolumeMapper

To get volumetric shadows everything in the renderer has to be rendered by
ospray (i.e. just stick an OSPRay pass into your renderer and let it take

The osprayvolumemapper option (both directly and within smartvolumemapper)
makes ospray responsible for rendering only that one volume within and
otherwise openGL rendered scene. It won't produce shadows on the GL
rendered data. It should otherwise work though, and without seeing your
code I can't guess from what you posted what is going wrong. Try running
the ospray related tests in your VTK build (ctest -R OSPRay) to diagnose
the setup further.

David E DeMarle
Kitware, Inc.
Principal Engineer
21 Corporate Drive
Clifton Park, NY 12065-8662
Phone: 518-881-4909

On Fri, Oct 27, 2017 at 11:58 AM, ianl <ilindsay at insigniamedical.co.uk>

> Hi David,
> I have finally got some time to have a quick revisit of this (was that
> really a year ago!).
> Long story short, I simply can't seem to get it to do anything. I have
> tried
> inserting an OSPRayPass into the renderer (following the pattern in the
> OSPRay tests), and I have also tried using vtkOSPRayVolumeMapper directly
> instead of vtkSmartVolumeMapper. I should note that the pipeline I am
> testing with works fine with the GPU based renderer.
> I am using the latest OSPRay and embree builds from their respective
> websites on Windows and VTK 8.0.1 built using VS 2017.
> As far as I can see, I am getting a std::runtime_error exception in
> vtkOSPRayRendererNode.cxx, line 432:
>   OSPData lightArray = ospNewData(this->Lights.size(), OSP_OBJECT,
>     (this->Lights.size()?&this->Lights[0]:NULL), 0);
> The Lights array looks fine in the debugger with one entry as expected.
> Are there any gotchas you know of that are likely to cause this? I am a bit
> stuck presently.
> Thanks
> Ian
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