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.
That would be fantastic and powerful. Thanks!
Is this still true for version 126.96.36.199 ?
so lpe's are theoretically possible.
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:
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:
But what I'm not getting is the relationship between the standard_surface block and the shadow_matte block.
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