Shadow catcher, object intersection.

Forums: Shadow catcher, object intersection.
Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

Shadow catcher, object intersection.

Postby xevious2501 » Wed Feb 27, 2019 8:37 pm

xevious2501 Wed Feb 27, 2019 8:37 pm
Ok, so im comping a snake into a shot. Using a simple ground plane as a Matte shadow catcher.
The snake will penetrate the ground plane. But instead of the shadow just being black, its creating a clear edge along the perimeter of where the geometry intersects. Also renders as a hole within the alpha.

Any ideas? fix or remedy? :?

IPR_image SNAKE.jpg

IPR_image SNAKE SHADOW on Matte ground (shadow catcher).jpg
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Re: Shadow catcher, object intersection.

Postby juanjgon » Wed Feb 27, 2019 9:51 pm

juanjgon Wed Feb 27, 2019 9:51 pm
Hi,

Sorry, but I'm not sure how to reproduce this problem here. Can you please send me an scene, as simple as possible, to try to reproduce it? I wonder if the problem could be related to the kernel node ray epsilon parameter ...

Thanks,
-Juanjo
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Re: Shadow catcher, object intersection.

Postby xevious2501 » Thu Feb 28, 2019 2:56 pm

xevious2501 Thu Feb 28, 2019 2:56 pm
Yup.. it is Ray Epsilon. Changing its value changes the size of the hole (line) BUT.. the inner hole remains with partial shadow when it should be 100% shadow.
And im not certain if the changes to alleviate the line will create problems with the rest of the render.

so its definitely a glitch , unless another function value will remedy the hole.

Now.. i understand that this shouldn't be much of an issue considering it a shadow being covered up by the object. But when compositing if your to manipulate the shadow its possible that the object will
be in a position that the presence of the hole will create issues.
IPR_image.jpg
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Re: Shadow catcher, object intersection.

Postby mikefrisk » Fri Mar 01, 2019 5:02 pm

mikefrisk Fri Mar 01, 2019 5:02 pm
Could also be caused from the octane displacement. I think i've ran into this before and had to render each pass separately.
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