Value > MAXWrapper > Shadow > Area_Shadows |
This shadow generator class can be used to simulate shadows from an area light source.
Controls the way the area shadows are generated
When on, backfaces are not ignored when calculating shadows. Objects seen from the inside are not lit by lights from the outside. This costs a bit more render time. When off, backfaces are ignored. Rendering is quicker, but outside lights illuminate object interiors.
The number of rays cast from an illuminated surface.
The number of secondary rays cast from an illuminated surface
The radius, in pixels, to blur the antialiased edge.
The minimum distance from the point being shaded that an object must be to cast a shadow. This prevents blurred shadows from affecting surfaces they shouldn't.
Adds randomness to the ray positions.
<Area_Shadows>.aa_threshold Color default: (color 25.5 25.5 25.5) -- RGB color; Antialiasing_Threshold
The maximum color difference allowed between transparent object samples before antialiasing is triggered. Increasing the value of this color will make the shadow less sensitive to aliasing artifacts and improve speed, decreasing the value will increase the sensitivity, improving quality.
Controls the length of the area shadow.
Controls the width of the area shadow.
Controls the height of the area shadow.
<Area_Shadows>.shadow_Transparent Boolean default: false -- animatable; boolean; Transparent_Shadows
When checked, transparent surfaces will cast a colored shadow. Otherwise, all shadows are black and calculate faster.
When checked, only Pass 1 is used during 2-Pass Antialiasing when shading a supersampled material.
<Area_Shadows>.suppress_reflt_aa Boolean default: true -- animatable; boolean; Suppress_Reflection_Antialiasing
When checked, only Pass 1 is used during 2-Pass Antialiasing when shading reflections or refractions.
Prevents adjacent faces from shadowing each other. This is of particular concern at the terminator on curved surfaces such as spheres.
The angle between adjacent faces. Range is from 0.0 (perpendicular) to 1.0 (parallel).