[REQ] Shadow Catcher material...

Feature requests, bug reports and related discussion
User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: [REQ] Shadow Catcher material...

Post by Zom-B » Thu Feb 28, 2013 7:56 am

OnoSendai wrote:
Zom-B wrote:This can be done with a background plate in the scene directly right?
No Physical mesh as background plate but rather something like a "Background Layer".
(with a few options to pan & zoom)
Checkout moofe: https://www.moofe.com/#/free
The free samples give a good overview of what that kind of material you get for such shots!

Also keep in mind that the shadow catcher needs to be a custom mesh, so irregular grounds can be used too :)
polygonmanufaktur.de

User avatar
galinette
1st Place Winner
Posts: 923
Joined: Sat Jan 09, 2010 1:39 am
Location: Nantes, France
Contact:

Re: [REQ] Shadow Catcher material...

Post by galinette » Thu Feb 28, 2013 8:08 am

Zom-B wrote:
OnoSendai wrote:
Zom-B wrote:This can be done with a background plate in the scene directly right?
No Physical mesh as background plate but rather something like a "Background Layer"
This would be exactly as an envmap, but instead of giving a spherical 360° image, it would be a partial image plus positionning parameters (direction of image center, rotation around direction, and FOV of image).
Eclat-Digital Research
http://www.eclat-digital.com

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Thu Feb 28, 2013 10:00 am

Did get the 'direct-composite' shadow catcher hack working. Only works in PT. It's quite fun to play with :)
Not sure if it will stay though.
Attachments
church teapot.jpg

User avatar
galinette
1st Place Winner
Posts: 923
Joined: Sat Jan 09, 2010 1:39 am
Location: Nantes, France
Contact:

Re: [REQ] Shadow Catcher material...

Post by galinette » Thu Feb 28, 2013 10:14 am

OnoSendai wrote:Did get the 'direct-composite' shadow catcher hack working. Only works in PT. It's quite fun to play with :)
Not sure if it will stay though.
What if there is a mirror beside the teapot, do you correctly see shadows in the mirror image?
Oh my god, a biased feature ;)
Eclat-Digital Research
http://www.eclat-digital.com

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Thu Feb 28, 2013 10:15 am

galinette wrote:
OnoSendai wrote:Did get the 'direct-composite' shadow catcher hack working. Only works in PT. It's quite fun to play with :)
Not sure if it will stay though.
What if there is a mirror beside the teapot, do you correctly see shadows in the mirror image?
Oh my god, a biased feature ;)
Probably not. As I said, it's a massive hack. But any kind of shadow-based compositing into an HDR image is.

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: [REQ] Shadow Catcher material...

Post by Zom-B » Thu Feb 28, 2013 10:15 am

Awesome, I would love to see some bigger, more complex Object here :)
OnoSendai wrote:Not sure if it will stay though.
So what kind of direction you wanna go with it?
polygonmanufaktur.de

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Thu Feb 28, 2013 10:20 am

Zom-B wrote:Awesome, I would love to see some bigger, more complex Object here :)
OnoSendai wrote:Not sure if it will stay though.
So what kind of direction you wanna go with it?
Well, there are a lot of things that would be nice:

* Quick and interactive compositing into an HDR environment. (this is what the current hack does)
* Correct (or as correct as possible) shadows
* be able to use more advanced render modes like bidir.
* Avoid precomputation / pre-pass if possible

I'm not sure if all of these are possible at the same time :)

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Thu Feb 28, 2013 10:21 am

quick car render
Attachments
car.jpg

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: [REQ] Shadow Catcher material...

Post by Zom-B » Thu Feb 28, 2013 10:30 am

Looks somehow... not dark enough on the ground under the car, but maybe there are relevant Lights in the scene to bright it up.
Or does maybe the bottom of the car reflects light from the bottom of the HDRI and lightens up the shadow by doing so?
polygonmanufaktur.de

User avatar
OnoSendai
Developer
Posts: 6241
Joined: Sat May 20, 2006 6:16 pm
Location: Wellington, NZ
Contact:

Re: [REQ] Shadow Catcher material...

Post by OnoSendai » Thu Feb 28, 2013 10:34 am

the shadows could be quite wrong.

Continuing with the 'American muscle cars in small German city streets' theme:
Attachments
car2.jpg

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

[REQ] Shadow Catcher material...

Post by zeitmeister » Thu Feb 28, 2013 8:11 pm

Hell yeah, gettin close!!
Shadows should really be darker.
Two ways sound really like the perfect way:
- The realistic shadow pass
- the nasty hack shadow catcher material

This will help artists tremendeously for quick compositing or product visualisation; even in previz state.

How did you light this last scene?

May there be an option that is controllable by the user? Like a shadow depth value slider or something?
Cheers, David



DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: [REQ] Shadow Catcher material...

Post by CTZn » Thu Feb 28, 2013 11:20 pm

zeitmeister wrote:Shadows should really be darker.
Should they really that much ?

I'm not saying that their intensity is accurate because it was explained that this was not guaranteed, but the image is like that really, rather overburned.

look where the two shadows meet under the car; that looks nearly correct to me in this context :)

I think that the tires albedo do not reflect the complexion of a real tire car and that this is introducing a perceptive bias.
obsolete asset

User avatar
CTZn
Posts: 7240
Joined: Thu Nov 16, 2006 4:34 pm
Location: Paris, France

Re: [REQ] Shadow Catcher material...

Post by CTZn » Thu Feb 28, 2013 11:32 pm

CTZn wrote:look where the two shadows meet under the car; that looks nearly correct to me in this context :)
You'll get my point if you compare them with the shadows of the pipe on the left wall.
obsolete asset

User avatar
Zom-B
1st Place 100
Posts: 4700
Joined: Tue Jul 04, 2006 4:18 pm
Location: ´'`\_(ò_Ó)_/´'`
Contact:

Re: [REQ] Shadow Catcher material...

Post by Zom-B » Thu Feb 28, 2013 11:34 pm

Simply render the scene with the shadow catcher as usual mesh, and compare the shadows :)
polygonmanufaktur.de

User avatar
zeitmeister
2nd Place 100
Posts: 2010
Joined: Tue Apr 22, 2008 4:11 am
Location: Limburg/Lahn, Germany
Contact:

[REQ] Shadow Catcher material...

Post by zeitmeister » Fri Mar 01, 2013 4:02 am

Anyway,
very very cool!!!
Her damit! :-)
Cheers, David



DAVIDGUDELIUS // 3D.PORTFOLIO
·
Indigo 4.4.15 | Indigo for C4D 4.4.13.1 | C4D R23 | Mac OS X 10.13.6 | Windows 10 Professional x64

Post Reply
69 posts

Who is online

Users browsing this forum: No registered users and 23 guests