Grounding Field-tested
Keyed talent floating over a virtual floor breaks the illusion instantly. The grounding cards pin them down:
- AO - a soft contact-occlusion disk under the talent. Opacity (0.6), width, fatten, blur (0.5), X/Y offset, tint.
- SHADOW - the talent’s matte projected onto the floor as a directional shadow that follows your key light. Opacity (0.5), depth, offset, rotation, blur (2.0), tint.
- REFLECTION - native Lumen reflections: a masked twin of the talent lives in the Lumen scene (hidden from the main pass), so glossy floors and metallic set pieces reflect them for real. Enable + intensity.
- LIFT - raises/drops the talent to sit exactly on the virtual floor.
All values persist per billboard and travel in scenes and show files. Helper actors
(VSK_AOCard, VSK_ShadowCard, VSK_ReflectionCard) are managed for you.
Requirement - planar reflections need
r.AllowGlobalClipPlane=True; Studio Setup's Apply Project Config sets it (one-time shader recompile on next start).