The Shadow Catcher is a dedicated material which simplifies live action integration by allowing to easily receive shadows and color bleeding of CG elements on background plates. The material also declare a set of custom AOVs in order to rebuild the beauty in a compositing package. Please refer to the AOVs section at the bottom of this page for additional information.
The Emission Color attribute sets the color used by the underlying shadow catcher object for emission purposes. You can either assign a color to approximately match your plate, or bind the Emission Color attribute directly to your environment texture set to environment projection mode.
|Emission Color||Color used for emission|
Default Emission (1,1,1)
Same texture of the environment light used in Emission through Environment projection
The Opacity Mode attribute sets the opacity behavior for primary and transmission rays. Options are described below:
|Black Hole||Alpha cuts out any object behind.|
|Transparent||Alpha is transparent|
|Solid||Alpha is solid|
The Catch Illumination attribute toggles whether the shadow catcher itself is affected by the rendered assets.
|Catch Illumination||Set whether the shadow catcher also catches indirect illumination or not|
When Catch Illumination is enabled, notice how the yellow ball cast an additional bounce on the background plate.
The Ignore Normal attribute disables the normals of the catcher. This lets you catch shadows in a more convincing way on complex environments.
|Ignore Normal||Remove illumination and shadowing artifacts caused by uneven surfaces|
The Underlying Material attribute allows the use of a custom material to define properties of the underlying shadow catcher surface so that it defines how it catches indirect illumination.
|Underlying Material||Material used to catch illumination and shadows|
The Shadow Catcher defines a set of AOVs that are available in the AOV Editor under
pbr/catcher. Make sure to use the Clarisse specific unoccluded LPE event to extract
transmission occlusions in your custom LPEs.
||Opacity (1.0 - occluded_color / unoccluded_color)|
||Diffuse contribution (diffuse transmission + diffuse reflection)|
||Diffuse transmission contribution|
||Diffuse reflection contribution|
||Glossy contribution (glossy transmission + glossy reflection)|
||Glossy transmission contribution|
||Glossy Reflection contribution|
||Specular contribution (specular transmission + specular reflection)|
||Specular transmission contribution|
||Specular reflection contribution|
||Both specular and glossy contributions (specular/glossy transmission + specular/glossy reflection)|
||Both specular and glossy transmission contributions (specular transmission + glossy transmission)|
||Both specular and glossy reflection contributions (specular reflection + glossy reflection)|