What I want basically want to create is this

enter image description here

Therefore I good some spheres on a plane and some lighting. My problem is, that I want to have all the shadows and the reflections of the plane on the spheres, but I want the complete plane to be one color. So the plane shouldn't be affected by the light.

I think there should be two solutions, which I both don't know how to do them:

  1. Render a complete white plane which is not affected by light
  2. Render a transparent plane which is should receive shadows and affect the reflections of the spheres.

Has anyone an idea how to do one of this? (Number 2 would be better for me)

  • $\begingroup$ you could add an ambient occlusion shader to the plane $\endgroup$ – Vader Mar 6 '14 at 16:19
  • $\begingroup$ Sorry, but it seems that it doesn't work how I want. If I add a plane above the spheres (for the reflections on the spheres) the planes is also affected by this plane. And then again it has no more solid color. Also the color of the plane is not completely white. $\endgroup$ – Codey Mar 6 '14 at 16:24
  • $\begingroup$ I am comprising an answer. But I am also very busy $\endgroup$ – Vader Mar 6 '14 at 16:33
  • $\begingroup$ I've uploaded an image: pasteall.org/pic/67870 $\endgroup$ – Codey Mar 6 '14 at 16:33
  • $\begingroup$ are you using an HDR or a lamp as your light source? Also is this cycles? $\endgroup$ – Vader Mar 6 '14 at 16:58

You could use an Ambient Occlusion Shader for the plane. This will give the plane a constant color while still giving you the desired ambient shadows without the shadows from the light source. By default the Ambient Occlusion is pretty weak. We can use the compositor to make the Ambient Occlusion more prominent.

  1. Add an Ambient Occlusion Shader to the plane

  2. Enable the AO render pass

    enter image description here

  3. In the compositor:

    • use the RGB Curves or a similar node to make the AO pass darker

    • Invert: needed to properly control the factor input

    • Use the Multiply node to control the strength of the darkening

    • Subtract: this is a Color -> Mix node. This is the final output

    enter image description here

NOTE: you can use the Distance parameter in the World Panel to change the proximity in which Ambient Occlusion is shown.

AO before vs. after compositing

enter image description here

|improve this answer|||||
  • $\begingroup$ First of all thanks. But what is this Subtract node. Where did you get that from? It isn't a math node is it? And did you used an HDR for the reflections on the spheres? $\endgroup$ – Codey Mar 6 '14 at 18:49
  • $\begingroup$ Subtract is form Colors -> Mix. And yes, I am using an HDR $\endgroup$ – Vader Mar 6 '14 at 18:50
  • $\begingroup$ no problem. I am sure are other ways to do this in the compositor as well $\endgroup$ – Vader Mar 6 '14 at 18:58

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