Feature requests, bug reports and related discussion
-
zeitmeister

- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
-
Contact:
Post
by zeitmeister » Thu Feb 28, 2013 1:47 am
Hey Ono,
just coming up again with an old request...

-
Zom-B

- Posts: 4697
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
-
Contact:
Post
by Zom-B » Thu Feb 28, 2013 1:48 am
Now maybe even easier to realize since we have some proper alpha rendering mode?!
Last edited by
Zom-B on Thu Feb 28, 2013 3:25 am, edited 3 times in total.
polygonmanufaktur.de
-
OnoSendai

- Posts: 6233
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Thu Feb 28, 2013 2:11 am
How is this shadow catcher hack supposed to work again?
-
vis4arch
- Posts: 22
- Joined: Wed Nov 11, 2009 10:24 am
- Location: Germany
-
Contact:
Post
by vis4arch » Thu Feb 28, 2013 2:27 am
+1
Best for photo montage renderings.
all the best,
tamas
—
berg8 -
werbeagentur
—
. design . web . marketing .
-
Zom-B

- Posts: 4697
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
-
Contact:
Post
by Zom-B » Thu Feb 28, 2013 2:27 am
It should be a tag or material for a (free to define) ground mesh that only gets "colored" by shadow rays.
Actually its the renderpass "shadows" for that object only or so...
Last edited by
Zom-B on Thu Feb 28, 2013 3:25 am, edited 1 time in total.
polygonmanufaktur.de
-
galinette

- Posts: 923
- Joined: Sat Jan 09, 2010 1:39 am
- Location: Nantes, France
-
Contact:
Post
by galinette » Thu Feb 28, 2013 4:28 am
OnoSendai wrote:How is this shadow catcher hack supposed to work again?
This would be a full shadow pass mode associated with a shadow material.
If the second eye vertex (first being camera) is not hitting a shadow material -> render white
If this is a shadow material -> render the resulting radiance divided by shadow material albedo.
Etienne
-
OnoSendai

- Posts: 6233
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Thu Feb 28, 2013 4:40 am
galinette wrote:OnoSendai wrote:How is this shadow catcher hack supposed to work again?
This would be a full shadow pass mode associated with a shadow material.
If the second eye vertex (first being camera) is not hitting a shadow material -> render white
If this is a shadow material -> render the resulting radiance divided by shadow material albedo.
Etienne
That could work somewhat. Would only really make sense for Lambertian shadow material.
Also I don't know if the workflow is good as you would have to render out a separate shadow pass and composite together.
-
galinette

- Posts: 923
- Joined: Sat Jan 09, 2010 1:39 am
- Location: Nantes, France
-
Contact:
Post
by galinette » Thu Feb 28, 2013 6:31 am
OnoSendai wrote:That could work somewhat. Would only really make sense for Lambertian shadow material.
Yup, forgot to tell that
OnoSendai wrote:Also I don't know if the workflow is good as you would have to render out a separate shadow pass and composite together.
I thought this was the request. There are other 1-pass solutions with envmaps, but it's very impratical for unbiased renderers.
-
OnoSendai

- Posts: 6233
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Thu Feb 28, 2013 6:32 am
galinette wrote:OnoSendai wrote:That could work somewhat. Would only really make sense for Lambertian shadow material.
Yup, forgot to tell that
OnoSendai wrote:Also I don't know if the workflow is good as you would have to render out a separate shadow pass and composite together.
I thought this was the request. There are other 1-pass solutions with envmaps, but it's very impratical for unbiased renderers.
I will try an approach something like this. Basically I will define the 'unshadow fraction' to be something like reflected occluded luminance divided by reflected unoccluded luminance.
-
OnoSendai

- Posts: 6233
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Thu Feb 28, 2013 6:50 am
teapot under Uffizi probe
-
Attachments
-

-
zeitmeister

- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
-
Contact:
Post
by zeitmeister » Thu Feb 28, 2013 6:50 am
It would be great as a pass, for sure.
But it would also help a lot as a shader!
Imagine just placing your model in front of a backplate and assign that shadow material to a floor... ready.
I really would appreciate that option!
-
OnoSendai

- Posts: 6233
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Thu Feb 28, 2013 7:13 am
zeitmeister wrote:It would be great as a pass, for sure.
But it would also help a lot as a shader!
Imagine just placing your model in front of a backplate and assign that shadow material to a floor... ready.
I really would appreciate that option!
Why did you have to wait until I implement it the other way before you say how you want it? sigh.
-
Zom-B

- Posts: 4697
- Joined: Tue Jul 04, 2006 4:18 pm
- Location: ´'`\_(ò_Ó)_/´'`
-
Contact:
Post
by Zom-B » Thu Feb 28, 2013 7:34 am
OnoSendai wrote:Why did you have to wait until I implement it the other way before you say how you want it? sigh.
Just because you are so fast and nobody expected to see some results within days ^^
Another big benefit would be Background replacement via a HiRez image to be done directly in Indigo for fast composition, without doing 1001 renderings in Indigo and putting stuff together in PS...
polygonmanufaktur.de
-
OnoSendai

- Posts: 6233
- Joined: Sat May 20, 2006 6:16 pm
- Location: Wellington, NZ
-
Contact:
Post
by OnoSendai » Thu Feb 28, 2013 7:36 am
Zom-B wrote:OnoSendai wrote:
Another big benefit would be Background replacement via a HiRez image to be done directly in Indigo for fast composition, without doing 1001 renderings in Indigo and putting stuff together in PS...
This can be done with a background plate in the scene directly right?
Who is online
Users browsing this forum: No registered users and 1 guest