hopefully this will be an easy one for someone. tried a few searches but i couldn’t find anything. maybe it’s just a setting i’ve not applied on the vray properties for the object?
i have some objects i’m comping into a photo background. my shadow catcher planes have displacement to replicate the rough surface of the wall and floor, but the shadow from the displacement doesn’t seem to cast shadow onto itself if that makes sense?
I notice that with the wrapper, ‘no GI on other mattes’ is unticked as default, so it just worked,
whereas it is ticked as default via properties, so I overlooked that
thanks for the replies - just working through things now.
i have remade the shadow catcher object, and remade the catcher material + applied a wrapper, even merged into a fresh scene in case i’d done something wrong early on.
it seems to work maybe a bit better using the wrapper (at least i can make changes now and preview in interactive mode!)
as soon as i increase the displacement value, the issue re-occurs. it’s as if the shadow is self-occluding or something?
OK - simple test scene that replicates the issue attached
It might be that it’s behaving as expected?
I’ve fixed in post for now, but it would be good to know if i’m doing something wrong.
I agree; the result is not what you’d expect, after testing this.
It seems like the matte cannot account for self-shadowing, so the result is just wrong and so maybe it’s not achievable right now.
I do seem to remember a post a few years ago that noted the same, or a very similar issue.
I’ll try to find it in the morning but for now maybe @hermit.crab has an explanation or fix if ithere is one
While somewhat unexpected, this seems to work as intended - the shadows of a matte object on itself are not matte shadows - the background plate is supposed to incorporate them already. I verified that similar results are obtained in Corona and Arnold.
My test used a wall map and its displacement map, giving the results below.
It’s obvious that the result is wrong when comparing the non-matte displaced output.
So all the renderers giving the incorrect result is weird, or am I approaching this in the completely incorrect way?
I don’t actually need this to work right now, but it would interesting to be able to understand what is the correct approach