[More Help] Light Pass

UPDATE: Yes if you set it up with rendering passes that is fine too. Material is not nessasary if you can solve it otherwise.

Hello, i need this solved as soon as possible, and i got a challenge for you guys.

Ive attached a Blend file for you to play with, i need a material applied to the Sphere only.

The sphere has to be transparent, but the Blue and red reflection has to be visable.

i prefer not having the reflection form the ground plane, nor the environment. only the lightsources.

What will this material be used for?
a so called “Light Catcher”. its a VFX project where we mix live action with CG footage, and in my shot ive got lights passing through, and we need that light to hit the characters aswell. so im sculpting a simple character and placing him on top of the live action footage, and wish to only render out the lights.

here is the shot. there are lights going past the car and we need that light to hit the character aswell.

LightChallange.blend (1.1 MB)

sorry, here is hte blend file.

Does this have to be a material? You could do it with render layers and compositing, but I’m not sure if you can do it with nodes.

have you tried to add the Glossy to an Holdout?

It will render transparent, but if you mix the result and the footage with an AlphaOver, light that hits the sphere will be added to the footage image…

Not sure if this helps… :confused:

You are approaching this in a strange way. What you need is a bunch of render elements that express different light paths/qualities like direct and indirect light, reflection color and amount, reflection factor (fresnel or similar) and so on. You can render these elements separated for each light if you need to balance them later, use render layers for separating them. In comp use these elements to light the objects in plates.

To get all the qualities of light you don’t actually need a correct material at all, you can add all the shaders together, doesn’t really matter, because you need the parts separately, not the sum.

If you need a simple direct light, the easiest way is to use plain white diffuse placeholder objects and render each light onto separate render layer. Then you can simply add these passes to plate to get the additional light effect.

by transp
do you mean invisible or a little bit visible ?

did try before to get only the spec parts and it is very difficult indeed!
don’t think it can be done directly with nodes

might be possible with OSL !

happy bl

if you read what the usage for this material is then you will understand, All i want is simply a reflection of the major light sources.

sorry for being so restricting, yes its fine to use rendering layers. in the end, all i want is a PNG sequence that is almost 100% alpha, and contain the reflections on the arm only. it will all be composited in after effects, and i dont want this render output to affect anything but the arm of the character in the scene.

figured. thanks for giving me the idea to use rendering passes instead of material :slight_smile:

Have you tried my sugestion? Here’s what it does:
Render (if you colorpick over the Sphere, you will notice that there’s actually color in it, thought Alpha is 0.00):



Background (just a simple color):


Composition:


ok im getting close… i just need the black to be an alpha channel.