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Chad Ashley avatar image
Chad Ashley asked ·

Can Shadow Matte AOVs be achieved on a per-light basis? Or even by Light Group?

lightaovsshadow
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Jim Polk avatar image
Jim Polk answered ·


Just to add..
In Arnold 4, we created an EXR composed of what we call 'castshad' layers, one for each light in the scene.

Each of these layers shows *all* of the shadows for *all* objects for *that* light.

The geometry objects are assigned a grey shader, in A5 it's something like:

standard_surface
{
name TrackManGeom
base 1
base_color 0.5 0.5 0.5
}

Each light's block in the assfile fills the 'aov' param with something like 'key1Light',etc.


From your earlier answer, I understand that the shadow_matte block should be configured like:

shadow_matte
{
name thisMatte
aov_group 'key1Light'
}

But what I'm not getting is the relationship between the standard_surface block and the shadow_matte block.
Thank you,

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Om Gothi avatar image
Om Gothi answered ·

so lpe's are theoretically possible.

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No, that's not done with LPEs

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Jim Polk avatar image
Jim Polk answered ·

Is this still true for version 5.1.0.1 ?

Thank you,

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@Jim Polk As of Arnold 5.1, you can get the shadow matte for a specific light.

Per-lightgroup shadow mattes: The shadow_matte shader has a new aov_group parameter that when enabled makes the shader sensitive only to lights with a matching aov setting.

In MtoA, shadow matte has a Light Group box that restricts the shadow matte to a single light.

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Jim Polk avatar image Jim Polk Stephen Blair ♦♦ ·

Hi Stephen, Apologies for my late reply,..

We only use Maya for modelling not for lighting or lookdev..

We use Crom, an in-house program that's like Katana,etc., and create our own assfiles

using the Arnold Python API. Would you be so kind as to re-express your answer in

those terms?

Thank you very much,

Jim

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Just to add...if you have any actual assfiles that show how things are connected that would especially helpful. Ty!

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Chad Ashley avatar image
Chad Ashley answered ·

That would be fantastic and powerful. Thanks!

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Stephen Blair avatar image
Stephen Blair answered ·

No, you can't do that with current shadow matte shader. We need to implement a version of the shader that uses closures, so that then you can use LPEs with it.

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