Shadow Types and Shadow Controls
 
 
 
Command entry: Create panel (Lights) Create a light. General Parameters rollout Shadows group Shadow type
Command entry:Create menu Lights Create a light. General Parameters rollout Shadows group Shadow type
Command entry:Select a light Modify panel General Parameters rollout Shadows group Shadow type

The General Parameters rollout for both photometric and standard lights lets you turn shadow-casting on or off for the light, and choose which type of shadow the light uses.

Shadow Types and the Active Renderer

The renderer you use also affects your choice of a shadow type. The scanline renderer does not generate mental ray Shadow Map shadows, while the mental ray renderer does not support Advanced Ray-Traced or Area shadows (but it can generate area shadows: See the "Notes," below).

The Quicksilver hardware renderer always casts shadow-mapped shadows. These shadows are adaptive, and adjust to the scale of the scene: They never show the jagged edges that can appear on scanline-rendered shadow-mapped shadows if you choose an inappropriate shadow map size. The Quicksilver renderer supports most of the shadow controls associated with light objects. The exception is that it does not support patterned shadows (Shadow Parameters Map). Area lights can cast soft-edged shadows.

The iray renderer always casts ray-traced shadows. It ignores the shadow controls for light objects: With the iray renderer, all geometry is shadow-casting and all shadows are physically accurate.

Shadow type Scanline renderer mental ray renderer
Advanced Ray-Traced Yes No
mental ray Shadow Map No Yes
Area Yes No
Shadow Map Yes Yes
Ray-Traced Yes Yes

The following table describes the advantages and disadvantages of each shadow type:

Shadow Type Advantages Disadvantages
Advanced Ray-Traced Supports transparency and opacity mapping.

Uses less RAM than standard ray-traced shadows.

Recommended for complex scenes with many lights or faces.

Slower than shadow maps.

Does not support soft shadows.

Processes at every frame.

Area Shadows Supports transparency and opacity mapping.

Uses very little RAM.

Recommended for complex scenes with many lights or faces.

Supports different formats for area shadows.

Slower than shadow maps.

Processes at every frame.

mental ray Shadow Maps Can be quicker than ray-traced shadows with the mental ray renderer. Not as accurate as ray-traced shadows.
Ray-traced Shadows Supports transparency and opacity mapping.

Processes only once if there are no animated objects.

Can be slower than shadow maps.

Does not support soft shadows.

Shadow Maps Produces soft shadows.

Processes only once if there are no animated objects.

Fastest shadow type.

Uses a lot of RAM. Does not support objects with transparency or opacity maps.

Notes:

Note
See Also