I was wondering if it’s possible to fake soft shadows as a post-process filter. I was inspired by an idea on blenderstorm that asked for such a feature. I think it’s pretty useless, but it might be interesting at least. I got these results (before/after):
You can download the attached blend file. Note that the noodle uses shadow, normal and Z pass, but it doesn’t (and can’t) calculate with distance of the light source. The adjustable value alters blur factor (high values make colors spill too much).
What I noticed, many nodes can’t handle generic input even if it fits needed type. For example, Directional Blur can’t use any Normal value, but only Speed render pass. Another one is Map UV node that can handle only render output and not loaded image, for example.
softshadow.blend (168 KB)