senorpablo wrote:paride4331 wrote:senorpablo wrote:There's a massive bug with Octane lights/emissive geo and shadow catchers. The scene is a daylight with HDRI for lighting, plus another daylight set to visible with a float texture for backplate at dark grey. Shadow catcher plane under objects of interest.
Adding an Octane light to the scene breaks the shadow catcher. The light seems to be casting shadows which are much, much darker than they should be(like 1000x). A little tiny LED size light like you might find on electronics to let you know the power is on, casts massive shadows on objects which are receiving no illumination. The result is that the entire shadow catcher turns dark and becomes clearly visible in the scene.
Hi senorpablo,
this issue seems to be because of the way shadows are calculated.
The strength of a shadow is calculated from the ratio of obstructed incoming
light to incoming light from all sources. So basically in this
particular case, the strength of the light sources themselves are
cancelled out. The effect could be better if you use a daylight
environment (the shadows are much softer with lower power).
So, there's not much we can do for now, at least nothing on the 3dsmax
To avoid this issue you should use render layers instead of shadow catcher.
Regards
Paride
I am using a daylight environment with texture HDRI. The power is at 2.
I'm rendering dozens of shots and don't have time to use a render layers/compositing workflow.
Between this case, and the one Coilbook has discovered, can Octane really promote itself as "unbiased"?
Hi senorpablo,
precisely because shadow catcher is a trick and DL AO is a plus.
Compositing is the correct unbiased workflow and unbiased engine is PMC or PT.
Regards
Paride