Hey there! Crazy coincidence that I found your channel searching this topic after you just commented on my latest video! I'm curious about the shadow catcher setup you have here, especially the secondary ray settings at 23:29. Do you know if there's a way to do the same sort of setup in Blender so the secondary reflections show the HDRI rather than the texture-less shadow-catcher plane? Also, I can't tell from the video but will this setup still show the surface shadows in the reflections? Thank you for diving into this advanced stuff!
Hi! I ran into this not too long ago. In Blender, I would select the plane/shadow catcher, go to Object Properties>Visibility>Ray Visibility and Disable Diffuse and Glossy. That way, the ground does not appear in the reflections or have an impact on the model. I haven't tried getting shadows in the reflections and it sounds tricky. It would mainly be noticeable in mirrorlike reflections like chrome spheres. I'd probably do extra render passes and composite them to show up if I had a really reflective object. Let me know how it works out if you find a better solution. You can also reach out on Discord (onmars3d / OnMars3D#8621) or Instagram (instagram.com/onmars3d/).
When I import the PNG sequence to the background instead of HDRI, I cannot prevent the plane from appearing in the render. The problem is not solved with Mtlwrapper either. Do you have any suggestions for this?
Hi Muhammad, good question! When compositing CGI with photography, the HDRI is mainly used for IBL (Image Based Lighting) to match the lighting, reflections, GI with the Backplate image. HDRIs are always spherical/panoramic images, so you wouldn't be able to get a camera matched image from a spherical render, that is where the backplate/video plate comes in.
Hey there! Crazy coincidence that I found your channel searching this topic after you just commented on my latest video! I'm curious about the shadow catcher setup you have here, especially the secondary ray settings at 23:29. Do you know if there's a way to do the same sort of setup in Blender so the secondary reflections show the HDRI rather than the texture-less shadow-catcher plane? Also, I can't tell from the video but will this setup still show the surface shadows in the reflections? Thank you for diving into this advanced stuff!
Hi! I ran into this not too long ago. In Blender, I would select the plane/shadow catcher, go to Object Properties>Visibility>Ray Visibility and Disable Diffuse and Glossy. That way, the ground does not appear in the reflections or have an impact on the model.
I haven't tried getting shadows in the reflections and it sounds tricky. It would mainly be noticeable in mirrorlike reflections like chrome spheres. I'd probably do extra render passes and composite them to show up if I had a really reflective object.
Let me know how it works out if you find a better solution. You can also reach out on Discord (onmars3d / OnMars3D#8621) or Instagram (instagram.com/onmars3d/).
When I import the PNG sequence to the background instead of HDRI, I cannot prevent the plane from appearing in the render. The problem is not solved with Mtlwrapper either. Do you have any suggestions for this?
It's really helpful. One thing I would like to ask, can't we use directly HDRI with matching camera and render?
Hi Muhammad, good question! When compositing CGI with photography, the HDRI is mainly used for IBL (Image Based Lighting) to match the lighting, reflections, GI with the Backplate image. HDRIs are always spherical/panoramic images, so you wouldn't be able to get a camera matched image from a spherical render, that is where the backplate/video plate comes in.
Wow. This was great tutorial. Subscribed for your channel.
Awesome, glad you enjoyed! Appreciate the sub!!
Nice tutorial. Can you share the shader ball with us? 🙁
Sure, you can find it here: masteringcgi.gumroad.com/