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Shadow Catcher#


  • Category: /Material/Physical
  • Default object name: shadow_catcher

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A shadow and indirect illumination catcher material


Name Type Description
Export Aovs bool Compute and write Aovs defined in the shading graph
Arbitrary Output Variables reference (AovStore) Set the list of extra channels to write to the image.
Light Path Expression Label string Set the material label in light path expressions.
Material Sample Count long Material sample count per pixel.
Diffuse Sampling Multiplier double Material diffuse sample count multiplier.
Glossy Reflection Sampling Multiplier double Material glossy reflection sample count multiplier.
Glossy Transmission Sampling Multiplier double Material glossy transmission sample count multiplier.
Subsurface Sampling Multiplier double Material subsurface sample count multiplier.
Volume Sampling Multiplier double Material volume sample count multiplier.
Russian Roulette double Amount of Russian roulette used on the material samples.
Roughness Noise Optimization double Noise reduction strategy along rough light path.
Diffuse Depth long Maximum diffuse depth.
Specular Reflection Depth long Maximum specular reflection depth.
Glossy Reflection Depth long Maximum glossy reflection depth.
Specular Transmission Depth long Maximum specular transmission depth.
Glossy Transmission Depth long Maximum glossy transmission depth.
Volume Depth long Maximum volume depth.
Normal Mode long Define which geometric normal to use for the shading.
Normal Input double Override the shading normal by the one given as input. The value controls the blending with the original normal.
Sidedness long Sidedness of this surface used for this material. 'Single' keeps the original normals no matter what. 'Double' may flip the normal to be oriented toward the incomming direction. 'Invert' flips the original normal no matter what.
Reflective Caustics long Reflective caustics computation mode.
Refractive Caustics long Refractive caustics computation mode.
Emission Color double[3] Emission color.
Underlying Material reference (MaterialPhysical) Material used to catch illumination and shadows.
Opacity Mode long Set opacity behavior for primary and transmission rays.
Catch Illumination bool Set whether the shadow catcher also catches indirect illumination or not.
Ignore Normal bool Remove illumination and shadowing artifacts caused by uneven surfaces.