keep environment pass pixels behind shadow catcher
Often I render a camera with animated rotation, using a HDRI image as the backdrop.
I want shadows on the hdri, so I add a shadowcatcher plane.
The problem is the environment pass gets all pixels deleted that are under the shadow catcher plane, so I can't add the environment back to the image when building from passes.
The only solution is to render the scene a second time with everything hidden, so that I only get the complete environment pass, and render the main scene with transparent film enabled. Once both are rendered, I then recombine in the compositor.
I can't think of a scenario where I would need the shadow catcher to delete the environment pass, so I request that it not do so, or if someone can think of a reason it's useful to delete the environment pass pixels, then it could be an option on the shadow catcher.
1 Comment
Interesting, could you clarify with some images?