For more information about shadows, see Shadow in Maya.
The following is a simple example of how to use the Use Background material to catch shadows.
To capture only shadows in an alpha channel
- In , create a Use Background material and assign it to the shadow catching object(s).
- Select the objects(s) in the scene casting shadows. In the section of the objects’ , turn off.
- Render the scene.
Shadow information is captured in the alpha channel.
To assign Use Background to stand-in geometry
- Use this workflow to make a 3D object look like it’s in a real environment. The real environment usually comes from a snapshot
or live action shot that is assigned to an image plane. The object can cast shadows onto the seemingly invisible plane, which
acts as the shadow catcher.
- Create an image plane using the scene in which you want to place the stand-in geometry by doing the following.
- Select e from the current view.
- Browse to the file you want and click .
A placement icon appears in either the current view or all views, depending on the Display mode you set, and theopens.
- Select an or from the drop-down list, then click the folder icon next to to load an image plane into the view.
Note
Make sure you select the option to position the plane where you want it before you create a stand-in object. For more information about image planes,
see Image plane.
- Set the following attributes in the section:
- –looking through camera
- –attached to Camera
- Adjust the perspective camera so that the construction grid plane aligns approximately where you want to place the object.
- Create and position a NURBS or polygonal plane on which to cast shadows and reflections.
- Position the object you want to cast shadows onto the stand-in geometry on the grid plane.
- In , create a material and assign it to the plane.
- Create and position lights in the scene. Turn on the attribute in the section of the light’s to see the shadows in the rendered result.
- Render the scene in (for best results, do not IPR render).
- Adjust the location of the geometry, the lights, and the attributes if necessary and then re-render the scene at any time.