<div dir="ltr">If I understand Thomas correctly, he's simply asking if we can have mesh lights contribute to the shadow pass, and perhaps environment lighting as well if possible.<div><br></div><div>Was it a design choice not to have mesh lights included in the shadow pass? If so, why? Just a performance issue, or is it somehow useful not to have them? I don't have much experience in compositing renders with GI, so forgive my ignorance if the answer is obvious.</div>
<div><br></div><div>Cheers,</div><div>Greg</div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On 10 May 2014 00:27, Brecht Van Lommel <span dir="ltr"><<a href="mailto:brechtvanlommel@pandora.be" target="_blank">brechtvanlommel@pandora.be</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">In V-Ray or Mental Ray, is really all you use the shadow pass to get<br>
this working with IBL? Or do you also use "shadow catcher" or "shadow<br>
matte" materials? To me it seems what you are really asking for is the<br>
latter, but maybe I misunderstand how this works.<br>
<br>
You can emulate shadow catchers using render layers, but the render<br>
time is longer than it would be if it was done natively:<br>
<a href="http://www.pasteall.org/blend/29068" target="_blank">http://www.pasteall.org/blend/29068</a><br>
<br>
It's unlikely that I will work on a shadow catcher material in the<br>
next months, if someone wants to work on that I can help them, but I<br>
have other priorities at the moment.<br>
<br>
Brecht.<br>
<div><div class="h5"><br>
On Fri, May 9, 2014 at 9:44 PM, Thomas Beck <<a href="mailto:software@plasmasolutions.de">software@plasmasolutions.de</a>> wrote:<br>
> Hi Brecht,<br>
><br>
> as we are creating a lot VFX for the advertising industry and we're<br>
> converting our projects slowly but steadily to Cycles we're now at a point<br>
> that bothers me and my colleagues a lot: A proper shadow pass that includes<br>
> HDR environment lights and mesh lights.<br>
><br>
> In our production work flow we're taking light probes on the set whenever we<br>
> need to create cg elements afterwards, this way we match the lighting<br>
> situation perfectly with the real world conditions.<br>
> When we compose those elements into the shot we're used to use the shadow (&<br>
> AO) pass (in vray / mental ray) and were a bit surprised as we saw that<br>
> we've got no possibility to mimic that behaviour with Cycles and our<br>
> lighting requirements as mesh and environment lights are not considered in<br>
> cycles shadow pass..<br>
><br>
> Today I asked DingTo on IRC and he told me that there is a way to take mesh<br>
> lights into account by deleting "ls.prim == PRIM_NONE && " in<br>
> kernel_emission.h<br>
> That is already a big leap forward but does not help us on our light probe<br>
> (IBL) work flow...so the question is: Do you know that this is not only a<br>
> small missing feature but is really crucial for VFX work? I talked with<br>
> Sebastian too and he's also missing it very much - without this, many<br>
> projects are very cumbersome to do atm.<br>
><br>
> I searched a bit and was led to the wiki page where you collect all todos<br>
> and especially this:<br>
><br>
> Option to include environment lighting in shadow pass.<br>
><br>
> <a href="http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ToDo" target="_blank">http://wiki.blender.org/index.php/Dev:2.6/Source/Render/Cycles/ToDo</a><br>
><br>
> I really don't want to bash here - just raise the awareness of this issue.<br>
> It's not only a missing feature, it's really a show stopper for us.<br>
><br>
> Is that feature hard to implement? Is there any chance you could tackle this<br>
> issue in a relatively short amount of time? Should I write Ton and beg for<br>
> dev time?<br>
><br>
> If you'd like to talk just drop me a message @plasmasolutions or g+ and I'll<br>
> be online in IRC...<br>
><br>
> Many greetings, Thomas<br>
><br>
> P.S: I'm happy that I'm not the only one with this request but I still<br>
> wonder why there are not many more? Is Blender rarely used in the VFX field?<br>
> <a href="https://developer.blender.org/T34272" target="_blank">https://developer.blender.org/T34272</a><br>
><br>
> --<br>
><br>
> ------<br>
> Plasmasolutions<br>
> Design | Development | Training<br>
><br>
> Website: <a href="Http://www.plasmasolutions.de" target="_blank">Http://www.plasmasolutions.de</a><br>
> Blog: <a href="Http://blog.plasmasolutions.de" target="_blank">Http://blog.plasmasolutions.de</a><br>
><br>
><br>
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</blockquote></div><br></div>