If your system has a graphics card that supports the SM (Shader Model) 2.0 or 3.0 standard, and you use the Nitrous driver or the Direct3D driver, you can preview shadows in shaded viewports.
With SM3.0 hardware shading, viewports can preview soft-edged shadows as well as hard-edged shadows. They can also preview ambient occlusion and exposure control as well as lighting and shadows.
Shaded viewport with no shadows, no exposure control
Shaded viewport with exposure control and hard-edged shadows
Shaded viewport with exposure control and soft-edged shadows
If the light is a photometric light that uses an area for shadow casting, the viewport preview can show area shadows.
viewportSSB.AreaShadow = True
Viewport shadows cast by a light with a disc-shaped area
Viewport display of area shadows is not necessarily accurate. In general, lighting and shadow previews in viewports are a convenience. These settings and the viewport appearance don’t necessarily match what will happen when you render.
Shadows don’t appear in a viewport if they wouldn’t appear in a rendering; for example, if an object is set to not cast or receive shadows, it won’t do so in viewports, and if a light is turned off or is not shadow casting, then it has no effect on the viewport display.
Hardware-shaded viewport with shadows but no Ambient Occlusion
Hardware-shaded viewport with shadows and Ambient Occlusion
With AO, shadows appear denser and more realistic.
Roboball animation: Tyson Ibele
www.tysonibele.com
To view shadows in a viewport:
To turn on shadows for multiple lights:
If you have already enabled shadows in a viewport, their display updates immediately.
If Direct3D is the active driver, you must enable hardware shading to preview shadows. Do one of the following:
Also on the Lighting And Shadows panel, in the Quality / Hardware Support group, you can choose the hardware shading level: either Good or Best. Good displays shadows using SM2.0, and Best displays shadows using SM3.0.