| Digital
Cinematography Arts Col 752 |
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Shadows |
| Depth
Map Shadows Depth map shadows can produce very good results in almost all situations, with marginal increase to rendering time. |
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A depth map represents the distance from a specific light to the surfaces the light illuminates. A depth map is a data file that contains the depth data rendered from a light's point of view. Each pixel in the depth map represents the distance from the light to the nearest shadow casting surface in a specific direction. If a scene contains a depth map shadow casting light source,
Maya creates a depth map file (stored as a Maya IFF File) for that light
source during rendering and uses the depth map file to determine which
surfaces are in shadow. In some cases, you can reduce rendering times
by saving and reusing a depth map (with the Disk-based
Dmap option settings). |
| Depth
Map Shadow Attributes |
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Dmap Resolution
Dmap Filter
Size Use Mid Dist Dmap If the distance
from the light to another shadow casting surface is greater than the depth
map distance, that surface is in shadow. Use Mid Dist Dmap is on by default. For example, if shadow casting objects are only in the center of a spot light's beam, the depth map only covers the region occupied by those objects. Because the Dmap Resolution is an absolute resolution (that is, pixels, not pixels per inch), decreasing the size of the depth map effectively increases the resolution of the depth map and the quality of the shadows without increasing rendering times. If off, you can manually scale the depth map within the area of the light's illumination using the Dmap Focus attribute (for point lights and spot lights) or the Dmap Width Focus attribute (for directional lights). Use Dmap Auto Focus is on by default. Dmap Focus,
Dmap Width Focus Because the Dmap Resolution is an absolute resolution (that is, pixels, not pixels per inch), decreasing the size of the depth map effectively increases the resolution of the depth map and the quality of the shadows without increasing rendering times. Dmap Focus is only
available for point lights and spot lights if Use Dmap Auto Focus is off.
The slider range is 0 to 360. The default value is 90. Use Light
Position If dark spots or streaks
appear on illuminated surfaces, gradually increase the Dmap Bias value
until the spots or streaks disappear. Fog Shadow
Intensity Fog Shadow
Samples Disk Based
Dmaps Off Overwrite
Existing Dmap(s) Reuse Existing
Dmap(s) |
| Raytraced Shadows | |
| Raytraced
shadows can produce soft and transparent shadows but can be very time consuming.
Raytracing is a type of shadow rendering where the path of individual light rays are calculated from their source (the light) to their destination (the camera). Use raytraced shadows only to produce more physically
accurate shadows (like those in the real world).
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| Raytraced Shadow Attributes: | |
| Shadow
Radius, Light Radius, Light Angle Controls the softness of shadow edges by setting the size (Shadow Radius or Light Radius) or angle (Light Angle) of the light. For example, a large light produces softer shadows than a small light. The light radius is also used for light glows to determine the occlusion/visibility (for point and spot lights). The Shadow Radius attribute is only available for ambient lights. The Light Radius attribute is only available for point lights and spot lights. The slider range is 0 (hard shadows) to 1 (soft shadows). The default value is 0. The Light Angle attribute is only available for directional lights. The slider range is 0 (hard shadows) to 180 (soft shadows). The default value is 0. Shadow Rays Ray Depth Limit |
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