Has anyone found a way to successfully create a constant/self illuminating shader(for projecting hdr/plate on set geometry) but having a shadow catcher shader control the self illumination intensity? the logic being that you wont get gi bounce emitted from shadows of live object that fall on the projected set.. for example.
i have been trying to achieve this using different approaches with no luck.
we tried using the material wrapper/use background shaders to capture shadows, but it seems that this wrapper resolves last and we cant successfully pass that shadow result as input(mask) of another shader. meaning i cant plug the result(outcolor) of material wrapper into the self illumination input of a vray shader/surface shader like you can with normal maya shaders.
is there another node that allows to capture shadow information besides the wrapper?
we also tried to build our own osl shader but that has the limitation of not being able to calculate light/shadow information and pass that as values in the shader to other functions. if anyone has done an osl shader for vray maya that can capture shadow and pipe that into emission() i would love to see the code.
the typical solution of rendering a shadow catcher then baking it to texture and plugging it into another render as the self illumination mask is not a solution for what we are after.
any ideas would be most welcome,
thanks
i have been trying to achieve this using different approaches with no luck.
we tried using the material wrapper/use background shaders to capture shadows, but it seems that this wrapper resolves last and we cant successfully pass that shadow result as input(mask) of another shader. meaning i cant plug the result(outcolor) of material wrapper into the self illumination input of a vray shader/surface shader like you can with normal maya shaders.
is there another node that allows to capture shadow information besides the wrapper?
we also tried to build our own osl shader but that has the limitation of not being able to calculate light/shadow information and pass that as values in the shader to other functions. if anyone has done an osl shader for vray maya that can capture shadow and pipe that into emission() i would love to see the code.
the typical solution of rendering a shadow catcher then baking it to texture and plugging it into another render as the self illumination mask is not a solution for what we are after.
any ideas would be most welcome,
thanks
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