I cannot get shadows to render at all. I tried shadow multi-pass and it just renders a black screen.
I enabled 'Alpha channel' and added the multi-pass for shadow.
I have tried just about every combination of render settings to try and get shadows to render, but all I get is a solid black image.
What do I need to change to get shadow pass to render, or is this broken?
Also, I see that there are two types of centileo materials: centileo material and material [node]
What is the difference? One only has material editor while the other has node editor. And the centileo material has 'matte' while the material [node] has shadow catcher.
I tried both material types and neither give me shadows in the render.
Shadow catch pass (multi-pass) does not work under any settings
shadow catch never shows up, and I have tried many combinations of settings
Hi, this is a sample with shadow catcher setup:
1. Image 001.png. Make a Ground Plane object (higlighted), assign CentiLeo material to it, in material Diffuse settigns check Shadow Catcher flag as highlighted on the image.
2. Image 002.png. Setup your HDR lighting. Select the file of hdr as shown here. You may optionally override the HDR for couple of contributions (coming from Reflection, Camera or Diffuse, etc). In this example we override the texture for Reflections. They will be drawn from some other Sky Override object. We also override Matte Shadow contribution, it will cast the shadows from "Sky Override" lighting to the Ground Plane object.
Also you can change the strength of shadows that are casted on the Ground Plane. The shadows can be casted from HDR Sky objects as described above and from Sun light source (with CentiLeo light tag) and from Omni light souce (also with CentiLeo light tag). To manage the shadow strength of each light source you may change the "Matte Shadow Weight" as hightlight on 002.png
3. Image 003.png. To get the mask of object and shadows just open the CentiLeo render settings, AOVs/passes Tab, and in that place please enable "Alpha channel" flag as highlighted on the image. This way you be able to select Alpha chanel pass in IPR window as you can see. Also this pass will be provided inside Picture Viewer render together with Beauty image.
4. Image 004.png. To get the image with transparent background and the semi-transparent shadows on top of that just enable "Transparent background" option as highlighted on the image.
The shared sample has this .c4d file with textures.
You probably don't see shadows if you don't setup HDR lighting. With no any lighting it's black. Just learn from our sample.
Will it not work with simple lights at all, only when using an HDRi?
and which sample do you mean? Wh ere can I find that?
When I used the shadow catcher for the material node and looked at the node editor, there was nothing there about shadow catcher. Is that normal? Shouldn't there be some node reference to it?
The link to sample is
It's in my first reply, read it again.
Everything is exposed in render settings.
Sorry, I scrolled fast on my phone and missed the first reply.
I will try this tonight.
And I assume I can render the beauty and shadow passes completely separate and alone on individual renders?
I usually like to render beauty composition first and then shadow once I'm satisfied.
It is not letting me save only the alpha channel.
Every time I try to save it just saves the beauty pass layer for the image and not the alpha.
How do I get it to save JUST the alpha channel to use for shadows in a composition?
These images are what I am trying to do in centileo. One is beauty pass and one is shadow pass. How would I render just the shadow pass?
The only thing I can do that is close is to render a multi-pass and extract the shadows in After Effects, but it doesn't let me have a transparent background because I need to have the HDRi camera brightness set to 1 to get the alpha to render and create a shadow.
OpenEXR did work, and I could extract the shadow in After Effects. I needed alpha channel and transparent enabled as you said.
To get the beauty pass to work I needed to keep alpha and transparent but disable the plane from render view.
I'm just trying to figure out if it is possible to render my beauty pass with the plane object invisible but still have it provide reflections if I have a texture applied to it to simulate the ground I wish to composite the object onto.
I tried the C4D composite tag and disable 'seen by camera', but that did not work, the plane was still visible. I am trying to get lighting and/or reflections cast onto the object from the plane with the plane still invisible in the render.
These images are what I mean. See how with the plane visible it casts the reflections, but with it invisible those reflections are gone. I want to keep those.
is there a centileo compositing tag planned in the future?
I think I wasn't using HDR when I tried multipass before. And I kept thinking I needed the shadow multipass added.
I will try to make that work and also the sky override you mentioned.
That does not give good results for me.The beauty pass does not have an alpha and so the background is no longer transparent. So I will just have to not use multipass for my composites.
Also, the alpha layer it gives me has shadow all over the plane and not just where the object shadow should be.
The first image is what I get with your multipass settings, and the second is the one I did before without using multipass. It is better as it only has shadow from the object.
I need to be able to change each layer separately so i can reduce shadow opacity and not affect the beauty layer.
When I tried multi pass non of the layers other than the Alpha were transparent backgrounds. Is that because of using separate alpha?
1) In case it's Off then the Beauty image has transparency, but other passes still don't have (Diffuse, Reflection).
2) But in case it's On we get all images without Alpha channel and Alpha channel itself is stored as a separate image.
I think that case 2 is good, because you can re-apply this Alpha image to any image pass in AE. I don't have AE now, but I think it should be possible, it looks as something basic: the 4-th channel
In the future I will make a functionality to determine the images with object masks where you can determine the group of objects that go to any other output mask image. Also render objects or groups of objects separatelly from the other scene in image but with GI influence.
ssjenforcer, as for default light settings it seems you have some non-default Exposure settings or probably scene scale. When you start with a new reset scene in Cinema then CentiLeo light intensity settings produce good lighting for the objects around them without burning them. Also CentiLeo light intensity multiplier is a multiplier in centileo light tag! It just multiplies the Light intensity and color of native cinema light source object.
I finally figured out how to use the shadow pass as both my beauty pass and the shadow pass layers in After Effects, since the beauty pass is baked into the rendered frames along with the Alpha channels.
I am just trying now to figure out how to have objects catch shadows but NOT cast shadows onto other objects. My 3D objects I made to match real objects in my 2D footage are casting shadows on other 3D objects. I just don't want to have to remove extra shadows I do not want for my After Effects composition.
For example, if I want to have a 3D ball thrown across my footage, I want the shadow to catch onto objects in the scene that I make 3D objects to represent and catch shadows, but I don't want those objects to also cast their own shadows on the ground.
I ONLY want the ball to cast shadows. How would I do this?
Will the option be added to the Object Tag later?
The objects all have a halo of semi-transparency that I cannot get rid of. This is for the shadow layer I try with Extractor Effect and Levels Effect to reduce the alpha. It is only obvious when zooming in on the image.
It is either a black ring around all the objects I render or the best I can make it is a faint ring using Levels Effects, but I cannot get rid of of it if I want to have my beauty pass separate.
It looks like it is the alpha channel bleeding into the other parts of the render.
My beauty pass works fine when I separate it from the alpha, but the alpha creates this border around my beauty.
If I remove the Extractor Effect this goes away.
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