Another tip is to use a disc object centered under the chair, but large enough to cover any shadows. Apply the Shadow Catcher material to that abject. In this way, it avoid adding any extra shadows around the room as using the entire floor would do. I have also added an Opacity Map to the SC to further limit and soften the shadows should they creep too far from the disc object.
You can also render so that your chair is output with the shadow all in one file (See attachment. You'll have to download it to see). If you have several shots set up in that same angle, you can just drop that file onto the other images and it will be ready to go. You can slide the chair a bit along the wall after the render. Same process could be added to the wall near the chair so there is a shadow behind the chair. Yes, I realize this isn't a super flexible solution, but easier to deal with one piece.
One limitation is that the shadows that are captured do not show any geometry bumps that may be present in the floor, just smooth shadow which may or may not be a problem.
Hi BigAl3D,
yes use a disc object could be a solution to reduce the visible shadows, but in my case I think that the shadows of wall will be seen anyway.
I was trying to achieve the same result of the car you attached. How did you do it? Is it a set (curved floor+wall) with a Shadow catcher material?
But my doubt was to obtain masked furniture+shadow but with a light coherent with the light of the room.
Maybe a simple area light from the left?