[REQ] Shadow Catcher material...
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
[REQ] Shadow Catcher material...
Hey Ono,
just coming up again with an old request...
just coming up again with an old request...
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
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
Re: [REQ] Shadow Catcher material...
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
Re: [REQ] Shadow Catcher material...
How is this shadow catcher hack supposed to work again?
Re: [REQ] Shadow Catcher material...
+1
Best for photo montage renderings.
Best for photo montage renderings.
Re: [REQ] Shadow Catcher material...
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...
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
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
Re: [REQ] Shadow Catcher material...
Yip.
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
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
Re: [REQ] Shadow Catcher material...
This would be a full shadow pass mode associated with a shadow material.OnoSendai wrote:How is this shadow catcher hack supposed to work again?
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
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: [REQ] Shadow Catcher material...
That could work somewhat. Would only really make sense for Lambertian shadow material.galinette wrote:This would be a full shadow pass mode associated with a shadow material.OnoSendai wrote:How is this shadow catcher hack supposed to work again?
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
Also I don't know if the workflow is good as you would have to render out a separate shadow pass and composite together.
Re: [REQ] Shadow Catcher material...
Yup, forgot to tell thatOnoSendai wrote:That could work somewhat. Would only really make sense for Lambertian shadow material.
I thought this was the request. There are other 1-pass solutions with envmaps, but it's very impratical for unbiased renderers.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.
Eclat-Digital Research
http://www.eclat-digital.com
http://www.eclat-digital.com
Re: [REQ] Shadow Catcher material...
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.galinette wrote:Yup, forgot to tell thatOnoSendai wrote:That could work somewhat. Would only really make sense for Lambertian shadow material.I thought this was the request. There are other 1-pass solutions with envmaps, but it's very impratical for unbiased renderers.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.
- zeitmeister
- Posts: 2010
- Joined: Tue Apr 22, 2008 4:11 am
- Location: Limburg/Lahn, Germany
- Contact:
[REQ] Shadow Catcher material...
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!
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!
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
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
Re: [REQ] Shadow Catcher material...
Why did you have to wait until I implement it the other way before you say how you want it? sigh.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!
Re: [REQ] Shadow Catcher material...
Just because you are so fast and nobody expected to see some results within days ^^OnoSendai wrote:Why did you have to wait until I implement it the other way before you say how you want it? sigh.
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
Re: [REQ] Shadow Catcher material...
This can be done with a background plate in the scene directly right?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...
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