[REQ] Shadow Catcher material...

Feature requests, bug reports and related discussion
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OnoSendai
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Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Fri Mar 01, 2013 5:26 am

Made a composite using a background plate, shadow pass, then colour pass with alpha channel using matching HDR.
The HDR and background plate are from Moofe. ( http://www.moofe.com )
Seat Leon was set up by hcpiter originally.

I think it works pretty well!
The workflow is a little tricky, matching the background plate with the HDR map and camera settings. It's still not completely correct.
Attachments
background_plate_moofe.jpg
background_plate_with_shadows.jpg
car comp 7.jpg

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zeitmeister
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[REQ] Shadow Catcher material...

Post by zeitmeister » Fri Mar 01, 2013 7:29 am

Fantastic!
Cheers, David



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Voytech
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Re: [REQ] Shadow Catcher material...

Post by Voytech » Fri Mar 01, 2013 8:05 am

zeitmeister wrote:Fantastic!
Yup, what he said.

Is this still PT only?

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OnoSendai
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Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Fri Mar 01, 2013 9:05 am

Voytech wrote:
zeitmeister wrote:Fantastic!
Yup, what he said.

Is this still PT only?
It was rendered with single dir PT, yes, but could have been done with bidir.

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OnoSendai
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Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Sat Mar 02, 2013 7:06 am

Shadow pass will be available soon (next release maybe).

In this screenshot you can see I have selected 'Shadows' from the render mode combobox.

We have also added a grey checkerboard behind the render, so you can visualise the alpha channel.
Attachments
shadow_pass.jpg

Voytech
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Re: [REQ] Shadow Catcher material...

Post by Voytech » Sat Mar 02, 2013 7:41 am

That is spectacular! Thanks so much!

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Zom-B
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Re: [REQ] Shadow Catcher material...

Post by Zom-B » Sat Mar 02, 2013 8:26 am

OnoSendai wrote:We have also added a grey checkerboard behind the render, so you can visualise the alpha channel.
Please add that to region render and Alpha render too :)
polygonmanufaktur.de

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OnoSendai
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Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Sat Mar 02, 2013 8:50 am

Zom-B wrote:
OnoSendai wrote:We have also added a grey checkerboard behind the render, so you can visualise the alpha channel.
Please add that to region render and Alpha render too :)
Already works with those.

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galinette
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Re: [REQ] Shadow Catcher material...

Post by galinette » Sat Mar 02, 2013 9:30 am

It seems not anti-aliased yet?

Etienne
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http://www.eclat-digital.com

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Zom-B
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Re: [REQ] Shadow Catcher material...

Post by Zom-B » Sat Mar 02, 2013 9:34 am

galinette wrote:It seems not anti-aliased yet?
I would rather say that Ono usually don't use super sampling ^^
polygonmanufaktur.de

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Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Sat Mar 02, 2013 9:40 am

galinette wrote:It seems not anti-aliased yet?

Etienne
Only on the borders of shadow-catcher/non-shadow catcher material. The correct thing to do is to hide the car (invisible to camera). This isn't in the GUI yet so I didn't turn it on.

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zeitmeister
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[REQ] Shadow Catcher material...

Post by zeitmeister » Sat Mar 02, 2013 8:41 pm

I can't wait to get this option! Great job!
Indigo becomes better and better!
Cheers, David



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vis4arch
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Re: [REQ] Shadow Catcher material...

Post by vis4arch » Sat Mar 02, 2013 11:17 pm

Thank you for your great work and support for the software!
I am looking forward to test this new features - my work lately mainly consist photomontage visualisations.
So this feature comes very handy...
all the best,
tamas

berg8 - werbeagentur

. design . web . marketing .

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zeitmeister
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[REQ] Shadow Catcher material...

Post by zeitmeister » Sat Mar 02, 2013 11:40 pm

You're not the only one! :-)
Ono, think of a nice product backplate render feature in the news section when releasing the new feature... you could gain some attention by spreading a catchy article over the net and product render dedicated sites.
Cheers, David



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CTZn
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Re: [REQ] Shadow Catcher material...

Post by CTZn » Sun Mar 03, 2013 2:43 am

Ono the one man army !

Hold on, invisible to what !?
obsolete asset

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