I need a Cycles render of only shadows cast by objects.
The compositor node setup shown in the screenshot works with a simple test scene in which light is provided by the World Background and the render layer delivers a shadow pass. The result is acceptable in the test- but in a scene with a lot of mesh geometry, the same setup delivers a completely black image. Is this caused by some limitation of computing capacity- can there be too much geometry in a scene, or can lighting be too complicated, for Cycles to deliver a separate shadow pass?