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In movies and commercials, we often need to composite the CG objects over a live action plate. To convince the audience that the CG objects are real and belong to the scene, we need to use a holdout object to collect the CG objects' shadow and reflection that match very closely to the shadow and reflection in the live action plate.

In RenderMan, holdouts objects are geometry with

Holdout Geometry

Objects

In RenderMan, holdout objects are indictated specified by enabling the trace attribute holdout.

 

Code Block
Attribute "trace" "int holdout" [1]

...

gdfgdg

 

 

Holdout Lights

z

Lights

By default, light sources do not illuminate holdout objects directly.

To create a holdout light (a light source that directly illuminates other holdouts).

Shadows

asd

Compositing

asdd

Working with AOVs

asdada