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It's a tough one to do it in a way that matches the production renderer; still haven't figured out the correct approach for it. It's certainly possible to get *some* kind of shadow catcher, but people will complain if it's too different from the production one.
It's a tough one to do it in a way that matches the production renderer; still haven't figured out the correct approach for it. It's certainly possible to get *some* kind of shadow catcher, but people will complain if it's too different from the production one.
Best regards,
Vlado
Is there another way to achieve a similar result with RT GPU? Typically I usually use this in an open studio set up to get a nice alpha out of the background and comp it in Photoshop or AE.
Simple open studio set ups with a dome light, HDRI and few plane is where RT GPU's wicked speed shines compared to CPU.
I would love to be able to do my product renderings with RT GPU.
"I have not failed. I've just found 10,000 ways that won't work."
Thomas A. Edison
It is possible to bake beforehand shadow/reflection map-masks using Vray Advanced Renderer and use these maps as opacity masks for shadow/reflection material.
There are some limitations with that approach of course - for example reflection-maks will be view dependent and it will only work from the view that is baked from.
Shadow-mask won't be view dependent but if you decide to change light positions you have to also update it.
Yes it is ADV. Matte functionality is not supported in V-Ray RT GPU.
You can however use the same baking technique and use the baked shadow map as opacity map.
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