Well, i was able to apply the patch, but got all sorts of errors while compiling. Guess i will wait someone who knows how to compile this thing…lol
i tried…
Here are the errors:
Linking CXX static library …/…/…/lib/libbf_freestyle.a
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: …/…/…/lib/libbf_freestyle.a(BaseObject.cpp.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: …/…/…/lib/libbf_freestyle.a(BaseObject.cpp.o) has no symbols
[ 94%] Built target bf_freestyle
make: *** [all] Error 2
Are there any tutorials or documentation available for properly setting up these new experimental features? I’m particularly interested in anything relating to the portals and shadow catcher.
The other question I have is, will future updates after fixing bugs ect., be posted in post 1 of this thread?
I can’t thank you enough for finally finding a way to do a workable shadowcatcher!
Portals is easy. Just position an area light in the hole in the wall/window, resize it so it’s the same size as the hole as closely as possible point it into the room. Then set it’s “is portal” checkbox. Voila!
you dont even need to activate the experimental feature set
Yep, no problem! Hope the files i linked might help debugging.
@harleynut97 - for portals, what @moony said. The shadowcatcher is a new BSDF, a new material…apply it to what you want to be transparent but still receiving shadows. Be sure to check “Transparent” in Film settings. Work with f12 rendering only, no Viewport preview. You’ll get your objects rendered, casting shadows onto this catcher…like @cekuhnen demonstrated with the car.
Lets not forget Tonemapping/highlight compression (named “White Value”)
It brings back highlights/burnt out zones to display level, in Color Managment panel.
You will read about people saying we don’t need this, saying you can do this already with Curves and messing gamma, people saying needs to be done in comp, people saying this should be done by the grading department…still the fact even major commercial render engines out there have this and it’s great remains:
A mesh with the Shadow Catcher Material still seems to affect itself (“Self Shadowing”), which makes it kinda useless for compositing. Or am I missing some setting?