I guess the core of my question is this: can I take the 3d shadow information from a comp and layer it over other comps? Can I get the shadow info alone in its own layer?
Going back to my pushpin example…
I have 3 comps in play (actually MANY more, but for the sake of example)… 1. I have a fancy, pretty, render-heavy map of Florida with a camera flying around, 2. I have a pushpin that comes down and lands on the map (utilizing the same camera information so that its relative position stays in sync with the map), and 3. I have a comp that layers the two together (I’ll call it “comp3”). I do this so that I can render each comp separately, and then combine all the rendered pieces into the finished product. I’m not sure if it’s the greatest technique, but it doesn’t kill my computer and it gives me the ability to easily go in and make changes without spending a day and half to re-render everything after my client says “You know, it’s great. But could the pushpin be blue instead?”
In the pushpin comp, I used a single frame of the florida map as a guide layer. The shadow casts just fine there, but when I jump over to comp3, the shadow is gone because the guide layer is the only thing receiving the shadow. I’ve tried using a white solid “shadow catching” layer and setting it to multiply mode, but that doesn’t work because there’s nothing underneath it to multiply to… in comp3 you just see the white layer underneath the pushpin.
I guess what I want is another layer with just the pushpin’s shadow, so that in comp3 I can sandwich it between the map layer and the pushpin layer, creating the illusion that the pushpin is casting a shadow on the map.
Clear as mud?
Thanks again for your help,
~Jon