Hi,
I've experimented a lot with HDRi lighting since I started using Vray back in '06. I'm photographing my own high-res images and is very passionate when it comes to the accuracy of the IBL.
Some time ago I started combining my HDRi-techniques with image-based modelling, and had some nice results with the VrayMtlWrapper as a shadow catcher:

Using this technique I got the benefit of showing the shadows onto the background image, as well as having the shadows showing up correctly, with transparency, in reflections.
However, this only works when I map the background image (the HDR environment map) to the camera using camera map projection.
The current scene I'm developing uses another technique, much like the HDR set discussed in the end chapters of Christian Blochs' "The HDRI Handbook 2.0" and also shown in Scott Metzger's demostration of a new MARI enviroment painting technique.
I've build a simple set based off of a single HDR image (courtesy of aversis.be), and you can see the setup here:

Now, here enters the problem.
Since this is no longer a standard spherical projection of the HDRi backplate, I can't use camera map projection to get my ground objects to work as shadow catchers.
So instead, I've added a new plane which has the same UVs and texture as the environment, but no self-illumination and is also put in a VrayMtlWrapper-material. But this produces the typical black render. Example added in the bottom of this post.
The problem lies in, I believe, the way the VrayMtlWrapper-material handles GI light, or even directlight from a VrayDomeLight or fully enclosed VrayMeshLight. I've added a quick demonstration of this:

This I could get around then using camera map projection, by turning off Receive GI on the shadow catcher. But this, unfortunately, has no positive effects on this setup.
Hopefully, this wasn't too long of a tuesday morning read, and hopefully, some of you might have experienced this particular version of the endless shadow/matte-line of issues.
Edit:
I'm gonna share some render results and settings/parameters:

As can be seen above, the VrayMtlWrapper get it's shadows as expected (alpha), but show nothing other than blackness in render. To the right I've hidden the ground plane, showing only the environment (VrayLight, Mesh). This has the correct look, minus the missing shadows. I need some way to have the shadows and ambient occlusion masked onto this underlaying light object, without having to resort to compositing in external software. The reason for this is I have to be able to do quick test renders for clients that show correct lighting, and don't have time to composite on the shadows for each new render.
I've experimented a lot with HDRi lighting since I started using Vray back in '06. I'm photographing my own high-res images and is very passionate when it comes to the accuracy of the IBL.
Some time ago I started combining my HDRi-techniques with image-based modelling, and had some nice results with the VrayMtlWrapper as a shadow catcher:

Using this technique I got the benefit of showing the shadows onto the background image, as well as having the shadows showing up correctly, with transparency, in reflections.
However, this only works when I map the background image (the HDR environment map) to the camera using camera map projection.
The current scene I'm developing uses another technique, much like the HDR set discussed in the end chapters of Christian Blochs' "The HDRI Handbook 2.0" and also shown in Scott Metzger's demostration of a new MARI enviroment painting technique.
I've build a simple set based off of a single HDR image (courtesy of aversis.be), and you can see the setup here:

Now, here enters the problem.
Since this is no longer a standard spherical projection of the HDRi backplate, I can't use camera map projection to get my ground objects to work as shadow catchers.
So instead, I've added a new plane which has the same UVs and texture as the environment, but no self-illumination and is also put in a VrayMtlWrapper-material. But this produces the typical black render. Example added in the bottom of this post.
The problem lies in, I believe, the way the VrayMtlWrapper-material handles GI light, or even directlight from a VrayDomeLight or fully enclosed VrayMeshLight. I've added a quick demonstration of this:

This I could get around then using camera map projection, by turning off Receive GI on the shadow catcher. But this, unfortunately, has no positive effects on this setup.
Hopefully, this wasn't too long of a tuesday morning read, and hopefully, some of you might have experienced this particular version of the endless shadow/matte-line of issues.
Edit:
I'm gonna share some render results and settings/parameters:

As can be seen above, the VrayMtlWrapper get it's shadows as expected (alpha), but show nothing other than blackness in render. To the right I've hidden the ground plane, showing only the environment (VrayLight, Mesh). This has the correct look, minus the missing shadows. I need some way to have the shadows and ambient occlusion masked onto this underlaying light object, without having to resort to compositing in external software. The reason for this is I have to be able to do quick test renders for clients that show correct lighting, and don't have time to composite on the shadows for each new render.
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