Camera Visibility vs Matte?
Posted: Thu Jun 19, 2014 2:23 am
I'm trying to understand what the difference is. I assumed that the Matte feature of the diffuse material was the shader level equivalent of the Camera Visibility control for mesh items. And that's exactly what I'd like it to do. But it doesn't at all. Here's an example:
Original scene Camera Visibility turned off on the sphere mesh Camera Visibility turned back on, and Matte enabled in the sphere material
So what exactly is going on here? Camera Visibility is doing exactly what it should—casting shadows, bouncing diffuse light onto other surfaces, showing up in reflections, but not appearing to the camera directly and being cut out of the alpha. But Matte is ignoring diffuse and only casting/receiving shadows (including self-occlusion it looks like) and adding that shadow into the alpha. So, it's basically just a shadow catcher? Maybe that's all it's supposed to be (the manual does say that when a MODO material has a shadow catcher shader, use matte in the conversion). But it might be easier to remember if it was called Shadow Catcher instead of Matte, which would be inline with MODO users are used to.
Shader level camera visibility would be very helpful, but I'm guessing that's not possible at the moment?
Original scene Camera Visibility turned off on the sphere mesh Camera Visibility turned back on, and Matte enabled in the sphere material
So what exactly is going on here? Camera Visibility is doing exactly what it should—casting shadows, bouncing diffuse light onto other surfaces, showing up in reflections, but not appearing to the camera directly and being cut out of the alpha. But Matte is ignoring diffuse and only casting/receiving shadows (including self-occlusion it looks like) and adding that shadow into the alpha. So, it's basically just a shadow catcher? Maybe that's all it's supposed to be (the manual does say that when a MODO material has a shadow catcher shader, use matte in the conversion). But it might be easier to remember if it was called Shadow Catcher instead of Matte, which would be inline with MODO users are used to.
Shader level camera visibility would be very helpful, but I'm guessing that's not possible at the moment?