I’m rendering some red text on top of a white brick wall photo. I’m using mip_matteshadow on a plane to catch final gather shadows from an hdri image. I also have a spot light shining down on the text. I turned on global illumination and set the spot light to emit photons in hopes that I would get a little red color bleed onto the shadow plane but its not working. I guess I am missing something in the planes material to catch the GI color bleed.
Here is how my shadow catcher material is setup:
- plane has a lambert shader on it
- mip_matteshadow is dropped into the Surface Material slot of the Shading Group attributes
- A mib_opacity is dropped into the Background slot of the mip_matteshadow and is set to black.
Anyone have any idea of how to get the color bleed?