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CatcherComp

Morev1core

Overview

The canonical shadow-catcher merge: CG (rendered with the catcher held out) over plate × (1 − caught shadow). Wire your plate in, point slot at a catcher-enabled render, and the CG lands with correctly colored, soft shadows. shadow_density grades the shadow itself.

How to

How-to

  1. Render the CG with the catcher held out (EngineRender's catchers) and point slot at the job.
  2. Wire the plate; the node comps CG over plate × (1 − caught shadow).
  3. shadow_density dials the shadow's strength.

Inputs

InputWhat it takes
platethe original plate, for measurement

Outputs

OutputType
outImage

Parameters

ParameterTypeDefaultWhat it does
slotInt910The live-stream slot this node reads. Slots are process-wide; the same number in two nodes is the same stream.
format_widthInt1920Width in pixels.
format_heightInt1080Height in pixels.
shadow_densityFloat1.0Grade the caught shadow itself: 1 = as rendered, 0 = no shadow, >1 = deepen. Per-channel — colored shadows stay colored.
disabledBoolfalseBypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back.
labelTextA note shown under the node in the graph — what this node is FOR. Never affects the render or the cache.
hide_inputBoolfalseDraw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap).