Lighting and Shadows Panel (Legacy Drivers)

For legacy display drivers (Direct3D and OpenGL), the Lighting And Shadows tab sets preferences for lighting and shadow display in shaded viewports. For Nitrous display viewports, lighting and shadow controls appear in the Viewport Label menus.

Interface

image

Viewport Lighting Options (Viewport Shading)

Illuminate Scene With group

Enable Hardware Shading

When on, the viewport is displayed using your system’s hardware shader. Default=off.

Most of the remaining settings on this panel are available only when Enable Hardware Shading is on.

Auto Display Selected Lights

When on, light from selected lights is automatically displayed in shaded viewports. Default=off.

Available only when Enable Hardware Shading is on.

Apply To subgroup

These options set the scope of the settings in the main Viewport Lighting Options group.

Shadow Options group

These options are available only when Enable Hardware Shading is on in the Viewport Lighting Options group.

Enable Ambient Occlusion

When on, previews the effect of ambient occlusion in the viewport. Default=off.

You need to be using the Best (SM3.0) option to preview ambient occlusion.

image

Top: Viewport ambient occlusion off

Bottom: Viewport ambient occlusion on, using default settings. Note the realistic shadowing in the corners and around the teapot.

Note: Viewport ambient occlusion is a global effect, and is not affected by material and other local settings.

Enable Shadows

When on, previews shadows in viewports. Default=off.

image

Top: Viewport shadows with hard edges

Bottom: Viewport shadows with soft edges

Use Environment Background Color

When on, displays the viewport using the environment background color. Default=off.

This option does not support background environment maps.

Available only when Enable Hardware Shading is on in the Viewport Lighting Options group.

Enable Exposure Control in Viewport

When on, displays the viewport using the active exposure control. Default=off.

You need to be using the Best (SM3.0) option to preview exposure control.

image

Top: Viewport without exposure control

Center: Viewport with exposure control

Bottom: Rendered output (without final gathering)

Available only when Enable Hardware Shading is on in the Viewport Lighting Options group.

Global Settings (Applies to All Viewports)

These options are available only when Enable Hardware Shading is on in the Viewport Lighting Options group.

Quality / Hardware Support group

Viewport Shadows and Ambient Occlusion subgroup

Viewport Shadow Intensity

Sets the intensity of shadows in the viewport preview, with 1.0 being full intensity, and zero being no intensity (shadows are invisible). Default=1.0.

Transparency Support in Ambient Occlusion

When on, the ambient occlusion preview takes into account the transparency of objects. Default=on.

Note: When you render using ambient occlusion, transparency is always used in the calculation.

Hardware Shaders Cache Folder

Manages the location of hardware shaders on your computer.

[cache folder path] Displays the path of the folder used to save hardware shaders.

The default location is in your user settings: /users/<username>/appdata/local/autodesk/3dsmax/2016 - 64bit/enu/plugcfg/.

image Open Configure System Paths Click to display the Configure System Paths dialog, which lets you choose an alternate location for saving hardware shaders.