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Context
Specifies the value of the CONTEXT global during the rendering of this element. The value of the CONTEXT global can be consulted by Adaptor appearances to choose context-specific appearance attachment. Frequency
Controls how often you want to compute your shadow map. Usually you should choose "Every Frame" but if you know that the map's contents are invariant over a sequence, choose "Once Per Job" Camera
Name
The name of the camera from which to compute the shadow map. Normally this should be empty, but if you wish to compute a map from an non-attached object, enter its name here. Near
The near clipping plane for the map calculation. When set to 0 the global near clipping plane is used. Far
The far clipping plane for the map calculation. When set to 0 the global far clipping plane is used. Map
Resolution
Defines the size of the shadow map. Objects in Map
Only objects in the Maya sets listed here will appear in the shadow map. Laziness
Determines when to recompute the map. Depth Filter
The algorithm for calculating shadow maps. Shadow Type
Select Standard Shadows, Pyramid Shadows, or Deep Shadows. Deep shadows are larger and slower than Standard and Pyramid. But they do capture transparent shadowing effects for partially transparent and tiny objects. Pixel
Samples
Affects Deep Shadows only. The number of pixel samples in x and y for your shadow mapss. When using deep shadows, you will get better results with pixel samples greater than one. Otherwise 1 pixel sample is usually sufficient. Motion
Blur
Affects Deep Shadows only. Enables motion blur during shadow map calculation. Only enable this when computing deep shadow maps and only if you want blurred shadows. Volume
Interpretation
Affects Deep Shadows only. This parameter controls the deep shadow representation. If your objects have volume over which the opacity varies continuously you should specify Continuous. If your objects are thin sheets of material you should choose Discrete. File
The name of your shadow map. You can refer to shadows with a tcl
expression like: [shdmap $OBJNAME]
Samples
The number of samples to take of the map.
Use larger numbers when you need smooth blurring effects.
Blur
A control for the blurriness of the shadow.
Bias
Controls self shadowing artifacts of shadow algorithm. Set the bias
to 0 if you want to use the default shadow bias. If your shadows are
disconnecting from the bases of objects, try adjusting this value. The
appropriate value is determine by the size of your objects, however in
many cases, "0.03" may be a good starting point.
manifold
Typically you'll want to connect this to CurrentPoint
Deep Shadow Example:
Refer to Deep Shadows:
Semi-Transparency.
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