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Shadow Pass

Posted: Fri Sep 02, 2016 12:13 am
by logicielumiere
I was following through inlifethrill's Render Layers tutorials but, one it didn't work, and two, I noticed the interface is slightly different from this version to the one he was using. Our situation is a little different in what we would like to do is isolate a floor and an element but we do want to do this for traditional comping to live action, we want to be able to place different elements in in comp later, like being able to switch out a table for another or some such. Basically as a test I created a sphere and a plane, and placed a marble shader on the plane. Then I tried to enable render layers, object ids, and alpha to see what my pass looked like. The pass was blank.

Re: Shadow Pass

Posted: Fri Sep 02, 2016 9:24 am
by bepeg4d
Hi logicielumiere,
please, could you try with the attached scene. The only difference is that the setting now are only in the Render Settings window but they also work in Live View:
Screen Shot 2016-09-02 at 11.14.18.jpg
as you can see, there are several buttons in LV that allow to display the desired pass for checking. The three spheres has an Octane Object tag to define the ID layer number. Change the Layer ID number in the render settings to change the primary object.
Here is the scene:
RenderLayers.c4d.zip
(114 KiB) Downloaded 162 times
ciao beppe

Re: Shadow Pass

Posted: Sat Sep 03, 2016 5:52 am
by logicielumiere
I think I see what's going on, maybe. So my floor is layer id 2 now. When I'm on ID 1 the floor is invisible but the sphere actually has it's shadow in the shadow pass now. I guess the workflow is to hide the shadow catcher away in a separate layer then? Tricky thing is I also want to see my floor as well in beauty render, I thought maybe to create a duplicate that has no object tag, but it's basically hidden by the ''invisible" layer 2 floor. Raising it up above the "invisible" floor destroys the shadows.