This is a bit of a weird one!
It looks like internally, the vray light in disc mode uses some kind of hidden barn-door geo to create the "directional" quality of the light
If you look at the matteShadow element of a render of a scene with a single vraylight (in disc mode, with direcional set to 0. casting light on a plane (ie no shadowcasting objects) you will see a shadow. It appears the directionality of a light is created by actually placing some hidden geo of the barn-doors to cast shadows into the scene. Changing the directional value allows you to see how the geo is created. Switching off shadow casting from the light altogether does not remove the shadow from the matteShadow element either.
The problem here is that the matte-shadow pass no longer works in comp, as we end up double shadowing our bg plate.
I can use a plane-light in the meantime, but I think this could be quite a big problem for others.
Thanks again!
p.
It looks like internally, the vray light in disc mode uses some kind of hidden barn-door geo to create the "directional" quality of the light
If you look at the matteShadow element of a render of a scene with a single vraylight (in disc mode, with direcional set to 0. casting light on a plane (ie no shadowcasting objects) you will see a shadow. It appears the directionality of a light is created by actually placing some hidden geo of the barn-doors to cast shadows into the scene. Changing the directional value allows you to see how the geo is created. Switching off shadow casting from the light altogether does not remove the shadow from the matteShadow element either.
The problem here is that the matte-shadow pass no longer works in comp, as we end up double shadowing our bg plate.
I can use a plane-light in the meantime, but I think this could be quite a big problem for others.
Thanks again!
p.
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