Can someone please explain why this is happening? [SOLVED]

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

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andrewmcmurry
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I'm a VFX artist, so I'm compositing onto live action footage a lot. I noticed that (especially when the aperture is high in octane) the shadows don't quite line up. This is killing me because I can't figure out what do do about this. When there is no DOF, there still is a small, one pixel long line between the object and the shadow. Anyone know what to do here?

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Link to C4D project: https://www.dropbox.com/s/cv55zgscly8yx ... y.c4d?dl=0
Last edited by andrewmcmurry on Mon Aug 22, 2016 1:41 pm, edited 1 time in total.
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aoktar
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I think it produces a blending to white in dof area.
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andrewmcmurry
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aoktar wrote:I think it produces a blending to white in dof area.
Is there a way to combat this? Or a workaround?
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aoktar
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andrewmcmurry wrote:
aoktar wrote:I think it produces a blending to white in dof area.
Is there a way to combat this? Or a workaround?
I've tried to find a fix but no success. it's an internal behaviour and core team may have an answer. At the moment only way looks like rendering without dof.
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andrewmcmurry
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aoktar wrote:
andrewmcmurry wrote:
aoktar wrote:I think it produces a blending to white in dof area.
Is there a way to combat this? Or a workaround?
I've tried to find a fix but no success. it's an internal behaviour and core team may have an answer. At the moment only way looks like rendering without dof.
This is without DOF. Still strange. Hmm.
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abstrax
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I think the sample weights in the shadow passes are incorrect. I will have a look at it.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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abstrax
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Ok, after some fiddling around with the render layer passes, I think I've got it fixed. Attached you will find the main and the shadow pass of your example scene rendered with the fix. Would that work for you?
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test_LSh_0000.png
test_Main_0000.png
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
andrewmcmurry
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abstrax wrote:Ok, after some fiddling around with the render layer passes, I think I've got it fixed. Attached you will find the main and the shadow pass of your example scene rendered with the fix. Would that work for you?
That is exactly what I was wanting! Would you mind explaining how you did it so I can render it out like that? Thanks so much!
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abstrax
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andrewmcmurry wrote:
abstrax wrote:Ok, after some fiddling around with the render layer passes, I think I've got it fixed. Attached you will find the main and the shadow pass of your example scene rendered with the fix. Would that work for you?
That is exactly what I was wanting! Would you mind explaining how you did it so I can render it out like that? Thanks so much!
I fixed the splatting in the kernels. There is nothing you can do right now, except making the geometry of the active layer invisible to the camera and then render the shadow passes separately. The fix will be available in the next release.
In theory there is no difference between theory and practice. In practice there is. - Yogi Berra
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aoktar
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andrewmcmurry wrote:
abstrax wrote:Ok, after some fiddling around with the render layer passes, I think I've got it fixed. Attached you will find the main and the shadow pass of your example scene rendered with the fix. Would that work for you?
That is exactly what I was wanting! Would you mind explaining how you did it so I can render it out like that? Thanks so much!
It's a internal fix in renderer. Thanks Marcus.
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