Cycles shadow catcher improvements #71253
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devtalk thread with user feedback
Added subscriber: @dfelinto
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I've attempted summarising the DevTalk post. Of course the original article and its reactions contain much more information - and a bit of sidetracking - but I've tried to condense the gist of it as best I could. With just a hint of personal opinion here and there.
Primary and secondary rays on the shadow catcher
Shadow catcher as seen in secondary rays on other objects
Suggestion: Shadow Catcher BSDF
Storage
The render result of a shadow catcher layer is quite complex as it needs to contain all of the above in a single image. This means that a pixel's colour and its opacity are not at all guaranteed to be aligned. A popular workaround is to split shadows/occlusion and emission/GI, and respectively multiply and add those layers onto the backplate, but I believe it's easily possible to store the complete result with premultiplied alpha, and composite without a hassle.
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The Shadow Catcher BSDF could be interesting, but it's not the best Shadow Catcher implementation, because with shadow catcher you still need the light bounces affecting the objects.
Don't think about the shadow catcher just for plate compositing, shadow catcher is useful in many situations, think of a scene with an animated background and a character moving, you can render the animated background in render pass, and the characters in another pass, with all the set being enabled as shadow catcher, you get the character (together with it's shadow and how it affects the environment) in a separate pass, if you have to modify the character it's easy, just re-render the character pass and recompose it. Right now that's not possible at all, because the shadow catcher don't catch reflections, or light contribution from the character to the scenario.
As you said in the original devtalk thread is very well explained, but the BSDF, while could be good as an option, is not the desirable behaviour in general. The "Shadow Catcher" tag for the object is much more useful :)
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Just for the record, the shadow catcher has been refactored in the cycles-x branch and the support of indirect light should be there. There are still some remaining topics about the shadow catcher mentioned in #87837. We are working on them.
Shadow catcher refactor to support indirect lightto Cycles shadow catcher improvementsAdded subscriber: @ioioiofilip
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