shadow catcher appearing in vector pass #111149
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Reference: blender/blender#111149
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System Information
Operating system: Windows-10-10.0.19044-SP0 64 Bits
Graphics card: NVIDIA GeForce GTX 1070/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 536.99
Blender Version
Broken: version: 4.0.0 Alpha, branch: main, commit date: 2023-06-30 00:04, hash:
e73a9a6a7d7b
Worked: (newest version of Blender that worked as expected)
Short description of error
vector data is present for the shadow catcher objects. This needs to be omitted otherwise the vector blur node can't be used to add motion blur to the 3d elements, because unwanted motion blur will be added to the environment pass. If it a backplate was used then it wouldn't be a problem, transparent film could be set, and the blur would only affect the geometry. This also has an issue though, because the vector blur pass modifies the alpha too, so the shadow catcher vector could still affect the blur of the 3d geometry even if it's hidden by transparency.
Exact steps for others to reproduce the error
Same result if film is set to transparent.
Can confirm. Not sure if it's a limitation of the shadow catcher tho
This isn't specific to the Vector pass, currently shadow catchers write all data passes as if they were regular geometry - only Combined is affected.
To be honest, I'm not sure what kind of compositing setup this would be a problem in, and why you can't just mask it out if needed using either the Alpha channel or e.g. the Object Index or Cryptomatte pass?
I can get quite close that way, but I struggle to get avoid artefacts where the shadow catcher edge is and around the object:
Using cryptomatte is a bit worse because it's anti-aliased:
although I think close this down as invalid, because often you do want to add motion blur to the shadow. Although when using the shadow catcher pass, it does seem to suffer the same artefact at the transistion between the shadow catcher and the environment (horizontal line in the middle of the cube)