Shadow pass logic?

Maxon Cinema 4D (Export script developed by abstrax, Integrated Plugin developed by aoktar)

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juhatakabe
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This is too confusing or is it?

I want to render simple global shadow pass from my scene, but it seems to be impossible. I have few overlapping objects as you can see on sample image, nothing too complex. I want to get all shadow info to be rendered out so I could adjust shadow opacity separately on comp. Problem now is that if I use Octane Object tag, no matter what kind of ID combination, some parts will be cut off so it doesn't cast or receive...

I don't understand it's logic how it should be set so I can get simple shadow pass just like from C4D native render.


Thanks for your assistance!
Attachments
octane_shadow_hassle.c4d.zip
Sample scene
(105.24 KiB) Downloaded 208 times
Shadow pass which isn't working
Shadow pass which isn't working
Normal render
Normal render
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juhatakabe
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Here is C4D native shadow pass
Attachments
Screenshot 2015-06-16 17.25.17.png
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aoktar
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juhatakabe
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Yes I have watched those.
It's not problem to get simple two objects working together. Sphere on the floor will work just fine, but when there is more overlapping objects like I sent sample image, I simply can't understand how it should work.

Thanks
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aoktar
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Logic simple. Object will not cast shadow to same layerIDs
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stratified
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Hi,

What you're trying to do is not possible in Octane. We only catch shadows cast by objects on the active layer on objects in the other layers. In your scene, the green box is part of the active layer so you cannot for example catch the shadows from the spheres hovering over the box. You can work around this by rendering / catching shadows separately.

cheers,
Thomas
juhatakabe
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stratified wrote:Hi,

What you're trying to do is not possible in Octane. We only catch shadows cast by objects on the active layer on objects in the other layers. In your scene, the green box is part of the active layer so you cannot for example catch the shadows from the spheres hovering over the box. You can work around this by rendering / catching shadows separately.

cheers,
Thomas
Thanks for your reply,

So on my sample scene, there was some random layer IDs because I simply couldn't figure out how to work it out, but do you mean with Octane I can't output shadow pass like C4D native render?
If you don't mind to guide me out how to do that work around you mentioned.

Thanks!
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bepeg4d
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hi,
here is a workaround, you need to play a bit in PS or GIMP to have exactly the same effect:
1. I have changed the hierarchy and used only one object tag with shadow disabled for all the objects except the floor for getting the diffuse channel.
Capture-0002.JPG
2. I have duplicated the objects, changed the material to diffuse white and hide the original objects to get the pseudo shadow pass.
Capture-0003.JPG
3. finally in PS, added the shadow pass over the diffuse pass in multiply mode.
d-s.jpg
here is the scene for testing:
octane_shadow_hassle_0001.7z
(109.22 KiB) Downloaded 254 times
ciao beppe
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