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Code Block
Light "PxrSphereLight" "spherelight" "string lightGroup" ["light__illumholdout"]

Shadows and Compositing

A holdout shadow pass can be output using the PxrShadowFilter plug-in. Occluded and unoccluded input AOVs should be rendered using the holdouts LPE prefix.

Code Block
DisplayChannel "color occluded" "string source" ["color lpe:holdouts;C[DS]+[LO]"]
DisplayChannel "color unoccluded" "string source" ["color lpe:holdouts;unoccluded;C[DS]+[LO]"]

Compositing can be previewed in RenderMan by using PxrImagePlaneFilter SampleFilter plug-in. This will composite the beauty render over the specified image plane, using the alpha channel and holdout shadow AOV to mask the plate.

Additional Considerations

Because holdouts workflow involves multiple AOVs, rendering with adapt all enabled can reduce noise.

 

// render of additional illumholdout light source