Shadow Types and Shadow Controls

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 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 scanline renderer supports the following shadow types:

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.

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: