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ssjenforcer wrote:
Ok, I had disabled the check on my cloner objects but neglected to also uncheck my lights that were childs of the cloner, and so they were still emitting light in the scene and casting that shadow.
Turning all their shadow weights to 0 fixes everything. |
Basically in the case for this scene it can be faster to make these colored light souces on the Christmass tree with sphere objects and apply an Emission material on them with "imtportance sample" off. The render may become faster if these lights produce local lighting, not global.
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ssjenforcer wrote:
It was just confusing me that the beauty showed a certain shadow and the alpha showed extra shadows.
Is there any reason that the two modes would show different shadows, when having and not having shadow catcher enabled? Is there a way to make them show the same shadows in both modes, particularly when viewing IPR? |
They should be the same on the shadow catcher plane. But they may look different based on the color conditions, the alpha channel is black and white and it may show the shadow masks more clearly on a black background.
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ssjenforcer wrote:
Or is the simplest way to remember to change my shadow weights for every light source? |
Basically only few types of light sources can contribute to the shadow strength that is casted to the shadow catcher object:
1) Sky + HDRI using CentiLeo environment tag, it has shadow weight.
2) Directional (Infinite) regular light with CentiLeo light tag, it has has shadow weight.
3) Regular light of Omni type with CentiLeo light tag, it has has shadow weight.
Other types of light sources (area, spot) don't produce shadows on the shadow catcher plane. If you want to exclude some lights from producing the shadows then just make shadow weight equal to zero. Or make it a smaller number to make this shadow weaker compared to others. This feature is nice itself and has potential to future improvement.