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Global Switches
VRay Frame Buffer
Image Sampler Antialiasing
Indirect Illumination
Brute force GI
Irradiance map
Global photon map
Light cache
Caustics
Environment
DMC sampler
Color Mapping
Camera
Default displacement
System
VRayMtl
VRay2SidedMtl
VRayOverrideMtl
VRayLightMtl
VRayMtlWrapper
VRayFastSSS
VRayFastSSS2
VRayBlendMtl
VRaySimbiontMtl
VRaySun and VRaySky
VRayDirt Map
VRayColor Map
VRayMap
VRayHDRI map
VRayEdgesTex
VRayBmpFilter
VRayCompTex
VRayLight
VRayIES light
VRayFur
VRayProxy
VRayPlane
VRayShadow
VRayShadowMap
VRayDisplacementMod
VRayToon
VRayEnvironmentFog
VRayPhysicalCamera
:. VRay Render .: VRayShadowMap
VRayShadowMap

General

The VRayShadowMap plug-in can be used to achieve mapped shadows with standard 3ds Max lights and V-Ray. It will cast correct shadows from all V-Ray geometric objects, including VRayProxy, VRayFur and objects with V-Ray displacement. The VRayShadowMap can be useful to avoid flickering on objects like VRayFur in cases where true area shadows are too slow to calculate. Note that the actual shadows are still calculated with ray tracing, but the results are cached in a rectangular shadow buffer that is used to speed up the calculations.

Parameters

[VRayShadowMap parameters]

Mode - this option controls the calculation mode for the shadow map when rendering animations:

Single frame - a new shadow map will be calculated at each frame of an animation;

Fly-through - the same shadow map will be reused at each frame of the animation. This option is only suitable for static fly-through scenes, where the only moving object is the camera.

 

Resolution - determines the resolution of the shadow map. Lower values will lead to faster rendering times and less RAM usage, but the shadows may be blocky and not very precise. Higher values increase the shadow quality, but take more RAM and time to calculate.

 

Bias - optionally, V-Ray can compute the shadows at a point that is slightly displaced above the actual surface being shaded. This may be useful to prevent "surface acne" (black spots on the surface because of incorrect self-shadowing).

 

Filter - this is the size of the filter used to reconstruct shadows from the shadow map. Larger values blur the shadows and may help to reduce flickering or blocky artifacts, but may be slower to calculate.

 

Filter method - determines the way in which the shadow reconstruction filter is calculated:

Exact - produces smooth results but may be slow to calculate, particularly for large Filter values;

Fast - calculates an approximate filter; this is faster than the Exact option for large Filter values, but may introduce noise in the rendering depending on the Filter subdivs value.

 

Filter subdivs - when the Filter method is set to Fast, this determines the number of samples that will be used to calculate the shadow filter. Lower values render faster, but may introduce noise in the rendering.

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