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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
- Render the CG with the catcher held out (EngineRender's
catchers) and pointslotat the job. - Wire the plate; the node comps CG over plate × (1 − caught shadow).
shadow_densitydials the shadow's strength.
Inputs
| Input | What it takes |
|---|---|
| plate | the original plate, for measurement |
Outputs
| Output | Type |
|---|---|
| out | Image |
Parameters
| Parameter | Type | Default | What it does |
|---|---|---|---|
| slot | Int | 910 | The live-stream slot this node reads. Slots are process-wide; the same number in two nodes is the same stream. |
| format_width | Int | 1920 | Width in pixels. |
| format_height | Int | 1080 | Height in pixels. |
| shadow_density | Float | 1.0 | Grade the caught shadow itself: 1 = as rendered, 0 = no shadow, >1 = deepen. Per-channel — colored shadows stay colored. |
| disabled | Bool | false | Bypass: the node passes its first input through untouched (D in the graph). The knobs keep their values for when it comes back. |
| label | Text | A note shown under the node in the graph — what this node is FOR. Never affects the render or the cache. | |
| hide_input | Bool | false | Draw the node without its input wire — a tidy graph for a node whose source is obvious (a Dot, a viewer tap). |