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Buffered Shadows
Pros :
They are fast
You can calculate a shadow map once and re-use it for every frame of
your animation.
They take opacity into account
Cons :
They can produce
self shadowing artefacts
There are quite a
few parameters to control buffered shadows :
Buf Size
Buffer Size specifies the size of your shadow map. Shadow maps are a bit
like texture maps : a larger size gives more precise results. Sometimes,
though, you would rather like a very soft shadow and then it's a good
idea to lower the buffer size and add some Softness.
Samples
The default shadow map values will give good result, but if you want more
softness in your shadow, it might start to look grainy. To avoid that,
raise the Samples value. Don't be
shy, it doesn't have a great impact on the rendering time and it will
nicely smooth the penumbra areas of your buffered shadows. Common values
range from 5 to 32.
Softness
Use this to soften the edges of your shadows.But you must be aware of
one fact : adding blur will sensibly offset you shadows from their normal
position.
Min Bias, Max Bias
Most of the time you will leave the Bias
settings to their default values. You will change them only if your surfaces
exibit self-shadowing artifacts. It looks like some dark noise over your
objects. In that case, you can progressively raise the Bias values until
the dark stippling disappears. You will notice that your shadows will
be slightly offset from their original position as you raise the bias.
PiXELS3D uses a shadow map algorithm that prevent most self-shadowing
artefacts from appearing but it might still happen in large scenes.
Render Once
This checkbox allows you to render the shadow map of that spot only at
the first frame of the animation and then re-use it for all subsequent
frames. It's a great way to speed up rendering, but it means that no object
should move inside the spotlight's field of view.
A note on opacity
Opacity is taken into account by Buffered Shadows,
but in a binary way : it's either opaque or transparent. It means that
you won't have soft gradations in the shadow maps when the opacity of
an object evolves slowly across it's surface. What is it good at then
? For example, it allows you to create windows into a wall with texture
maps and have the light from the outside cast shadows inside the house.
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