Thanks for this. Although it proves once again that something that is done with a few clicks when using almost anything *not from SideFX*, requires considerably more steps and time to setup if done in Houdini. They really need to get a grip on this and provide tools that allows the artist to spend more time on creating images than on managing the software. The fact alone that this needs a tutorial speaks volumes.
This can be done with a single node called Background Plate, and requires no other manual setup. The process shown here is not necessary. That node also handles reflections.
@@avinashlobo Background plate does not what I need. It also doesn't work with XPU. I need a simple matte/shadow shader that also reflects environment alpha. We had that decades ago already.
Great tutorial. Thank you! Can you explain why you use the the names "holdouts;shadow;CDL" in the 'source name' input of the geometry render settings? Also, where do these names come from. You only created the 'shadow' extra pass.
@@simondebrun If I use only the shadow pass, it will give shadows for the entire scene. However, if I specify holdouts, shadow, and CDL(Color Decision List), it will generate shadows for the holdout object only.
It would be nice to have matte shadows on the render, like many renderer engines has it by default. Let say, that I have a automotive render to lit up with some back plate and HDR. To see how it match need to go back with that shadow pass to comp app... Anyway, thank You!
Thanks a lot for this tutorial! I have a question though, is there a way to render multiple renderlayers in one click like you can do in ROPs? If I'm rendering multiple layers with different mattes, forced objects etc. I don't want to come back to the file after each layer is finished. Is it possible to just merge these layers again and hit render once?
Great info! Does it work with Karma XPU? I have a black image shadow pass with XPU. Is there are different name for the shadow data in XPU or it is not exported. Can you point me to the docs where you got Source Names for Render Vars please.
Great tutorial, but sometimes I think Houdini is so technical and this is block the creativity of artists. Every single thing, as even easy it could be We must configure manually, and the end it turns complicated.
Hey man, when i import to compositing software such as nuke .i am getting white color of shadow . does shadow look like white color 🥲? give me an answer.
5 month later and you saved me again for a diferent reason this time around!!
I'm really happy to hear that it's still helping you!
Thank you for sharing your knowledge. It was very useful and lifesaver!
thanks :)
Thanks for this. Although it proves once again that something that is done with a few clicks when using almost anything *not from SideFX*, requires considerably more steps and time to setup if done in Houdini. They really need to get a grip on this and provide tools that allows the artist to spend more time on creating images than on managing the software.
The fact alone that this needs a tutorial speaks volumes.
This can be done with a single node called Background Plate, and requires no other manual setup. The process shown here is not necessary. That node also handles reflections.
@@avinashlobo Background plate does not what I need. It also doesn't work with XPU. I need a simple matte/shadow shader that also reflects environment alpha. We had that decades ago already.
@@intothevoid2046 Background plate works with XPU as of 20.0.751, at least
This was very usefull, perfect tutorial! Thank you!
You're very welcome!
Great tutorial. Thank you! Can you explain why you use the the names "holdouts;shadow;CDL" in the 'source name' input of the geometry render settings? Also, where do these names come from. You only created the 'shadow' extra pass.
@@simondebrun If I use only the shadow pass, it will give shadows for the entire scene. However, if I specify holdouts, shadow, and CDL(Color Decision List), it will generate shadows for the holdout object only.
You just saved my day, Thanks!
You're welcome, my pleasure!
Great tutorial sir these is really a much helpful thanks always to u sir
It would be nice to have matte shadows on the render, like many renderer engines has it by default. Let say, that I have a automotive render to lit up with some back plate and HDR. To see how it match need to go back with that shadow pass to comp app... Anyway, thank You!
Yeah hope they add this
I really appreciate!
Thank you so much : )
Thanks a lot for this tutorial!
I have a question though, is there a way to render multiple renderlayers in one click like you can do in ROPs?
If I'm rendering multiple layers with different mattes, forced objects etc. I don't want to come back to the file after each layer is finished. Is it possible to just merge these layers again and hit render once?
Yes you can use fetch node at ROP level and use node by node order to render all in sequence
I’m obssessed😎😎😎
Great info! Does it work with Karma XPU? I have a black image shadow pass with XPU. Is there are different name for the shadow data in XPU or it is not exported. Can you point me to the docs where you got Source Names for Render Vars please.
Karma XPU Currently does not support the required AOVs
Hello VFX magic, good video, how to render these shadow,I could see the Mplay show, but do not know how torender these shadow. Thank you!
You need to extract those AOVs in compositing. Make sure you are rendering in EXR format. In Nuke, you can use the Shuffle node to extract them.
@@VFXMagics Thank you so much! I do not know Nuke so far, I want try only use Houdini and PR to make video.
there is lots of unwanted steps right? may be a Solaris will improve
Yes 🤞
Great tutorial, but sometimes I think Houdini is so technical and this is block the creativity of artists. Every single thing, as even easy it could be We must configure manually, and the end it turns complicated.
Yes, but sidefx team is simplifying it by introducing more SOP level nodes,
Hey man, when i import to compositing software such as nuke .i am getting white color of shadow . does shadow look like white color 🥲? give me an answer.
Yes, it will appear white, but you can make it black using a grade node.
how can you take the masks and put them into aovs?
Hey, we can use the same steps as we do for Mantra render. It works with Karma CPU but not with Karma XPU.
How to render AO pass?
ua-cam.com/video/4bzdiZ8H9CY/v-deo.htmlsi=J9D9WnvBncXS-eB2&t=8611 you can check this
1:37 - Force Objects
3:04 - Cut Matte
4:04 - Phantom Object
4:47 - Shadow Only
Adding Timestamps for my own future references