Shadow catcher keeping Reflections/Illuminations

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Re: Shadow catcher keeping Reflections/Illuminations

Postby atoyuser1 » Thu Jan 07, 2021 9:39 am

atoyuser1 Thu Jan 07, 2021 9:39 am
bepeg4d wrote:Thanks for sharing the screenshot.
What happen if you click here?
52118DF1-E284-4C50-B0FD-563E1DE9F923.jpeg


ciao Beppe

That works. I'm not familiar with those 3 buttons, what do they do? It doesn't seem to affect the output render.

Sometimes the 3 buttons appear and sometimes they don't. Is there a way to keep them on permanently?

Thanks!
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Re: Shadow catcher keeping Reflections/Illuminations

Postby bepeg4d » Fri Jan 08, 2021 8:11 am

bepeg4d Fri Jan 08, 2021 8:11 am
They appear if necessary, based on your settings.
For example, if you enable AI Denoiser, a DeMain box appears to be able to check the render with or without denoiser.
If you enable Adaptive Sampling, a Noise box appears, to be able to check the green processed pixels by adaptive sampling.
If you enable a pass, in render settings/multi pass tab, a box appears foe each enables pass, like with Render Layer passes.

In 2020.2 CUDA, and future 2021 Mac it is possible to create your own output box, based on a desired layer/passes/AOVs combination, very useful with Render Layer technique, to be able to mix and compose reflections, shadows and backgroud directly in Live View:
B59EF194-A708-41A8-A9F1-B527C20A78C1.jpeg


ciao Beppe
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Re: Shadow catcher keeping Reflections/Illuminations

Postby atoyuser1 » Fri Jan 08, 2021 9:38 am

atoyuser1 Fri Jan 08, 2021 9:38 am
bepeg4d wrote:They appear if necessary, based on your settings.
For example, if you enable AI Denoiser, a DeMain box appears to be able to check the render with or without denoiser.
If you enable Adaptive Sampling, a Noise box appears, to be able to check the green processed pixels by adaptive sampling.
If you enable a pass, in render settings/multi pass tab, a box appears foe each enables pass, like with Render Layer passes.

In 2020.2 CUDA, and future 2021 Mac it is possible to create your own output box, based on a desired layer/passes/AOVs combination, very useful with Render Layer technique, to be able to mix and compose reflections, shadows and backgroud directly in Live View:
The attachment B59EF194-A708-41A8-A9F1-B527C20A78C1.jpeg is no longer available


ciao Beppe
bepeg4d wrote:They appear if necessary, based on your settings.
For example, if you enable AI Denoiser, a DeMain box appears to be able to check the render with or without denoiser.
If you enable Adaptive Sampling, a Noise box appears, to be able to check the green processed pixels by adaptive sampling.
If you enable a pass, in render settings/multi pass tab, a box appears foe each enables pass, like with Render Layer passes.

In 2020.2 CUDA, and future 2021 Mac it is possible to create your own output box, based on a desired layer/passes/AOVs combination, very useful with Render Layer technique, to be able to mix and compose reflections, shadows and backgroud directly in Live View:
The attachment B59EF194-A708-41A8-A9F1-B527C20A78C1.jpeg is no longer available


ciao Beppe


Thanks Beppe. Looks like I've got some reading-up to do.

Can I ask another slightly off-topic, but still relevant question? Is it possible to get a 'GI-catcher' as well as shadow catcher?

This is a set up using a floor with a plain white floor (and white background):

Screenshot 2021-01-08 at 09.33.03_100.jpg


This is a version using the shadow-catcher setting in common:

Screenshot 2021-01-08 at 09.33.24_100.jpg


As you can see, there is some nice GI blue on the floor of the first one. Is it possible to retain that using a shadow-catcher?:

Screenshot 2021-01-08 at 09.33.43_100.jpg
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Re: Shadow catcher keeping Reflections/Illuminations

Postby bepeg4d » Mon Jan 11, 2021 7:32 am

bepeg4d Mon Jan 11, 2021 7:32 am
Hi,
Shadow Catcher has several limitations, especially with emitters, works well only with Environment.
This is why we have the Render Layer technique.

About GI-Catcher, no sorry, it is not available in Octane SDK.

ciao Beppe
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Re: Shadow catcher keeping Reflections/Illuminations

Postby atoyuser1 » Mon Jan 11, 2021 9:24 am

atoyuser1 Mon Jan 11, 2021 9:24 am
bepeg4d wrote:Hi,
Shadow Catcher has several limitations, especially with emitters, works well only with Environment.
This is why we have the Render Layer technique.

About GI-Catcher, no sorry, it is not available in Octane SDK.

ciao Beppe

ok thanks
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Re: Shadow catcher keeping Reflections/Illuminations

Postby digitalcompositing » Fri Sep 23, 2022 12:18 pm

digitalcompositing Fri Sep 23, 2022 12:18 pm
yea. same problem here! how can you solve this? I don't wanna tediously go into Compositing for this
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Re: Shadow catcher keeping Reflections/Illuminations

Postby digitalcompositing » Fri Sep 23, 2022 12:30 pm

digitalcompositing Fri Sep 23, 2022 12:30 pm
bepeg4d wrote:Thanks for sharing the screenshot.
What happen if you click here?
52118DF1-E284-4C50-B0FD-563E1DE9F923.jpeg


ciao Beppe


Hi! All i'm getting is EITHER shadows or the cutout spheres/cubes. I want both combined??
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Re: Shadow catcher keeping Reflections/Illuminations

Postby bepeg4d » Mon Sep 26, 2022 6:44 am

bepeg4d Mon Sep 26, 2022 6:44 am
Hi,
you need to go to AOV groups tab in Render Settings, and start by choosing the Render Layer AOV preset, then you can click on the Node Editor button to personalize your setup, adding a color for background, for example:
DDC675DB-4078-44E0-BDAE-A36687D0501F.jpeg


In Live View you can click on the Out1 box to preview the composition.

ciao,
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