Using blob shadow to simulate ambient occlusion ??

Hi all, i have a ball wich is controlled by mouse and torqued with keys…

I have a blob shadow projector casting shadow on the ground, under the ball…all work well

Now i want to do this, have a projector under the terrain to cast a shadow on the bottom of the ball, simulating ambient occlusion…

Do you think its a good idea ??

Also, i have read that using falloff with a projector texture will stop it from casting forward and backward…i use the falloff texture by default but the projector still cast shadow forward and backward, any toughts on this ? (you can see the exemple image)

Thanks for any help you can provide

255196--9190--$exemple_103.jpg

In order to remove the blob shadow on the planet itself, set the planet to a separate layer from your ground plane, and set the culling mask of your blob shadow projector to ignore the planet layer.