Workspace Shadows

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Workspace Shadows // New Users

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Post by fahembree // Mar 14, 2009, 6:53pm

fahembree
Total Posts: 123
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How do you control the shadows in workspace side. I load them by using the supplied light setups on the workspace side but I don't see any way to adjust the shadows as they look fuzzy and washed out . Attached below are images of the same scene as viewed from workspace side and model side. I know there are lots of setting if you go to the link editor but don't know what setting are need to be changed.? :)

Post by Jack Edwards // Mar 14, 2009, 7:02pm

Jack Edwards
Total Posts: 4062
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Infinite lights don't cast shadows in Workspace, so you'll need to use a Directional light for realtime shadows. You'll need to set the size large enough to cover your scene. The light will need to be a certain distance from the objects to work correctly -- unlike the infinite light.

There are a lot of settings for controlling quality:
FilteringQuality
FilterSize
MapSize
SamplesCount

The two simplest changes that will make the largest difference are to increase the shadow MapSize value to something like 4096 (keep in mind this uses up a lot of ram on your video card so that may limit how high you can go) and then subdivide the surface receiving the shadow to give it more geometry. The shadowing is calculated per polygon, so if you have large polygons they will have poorer quality shadows. So for best results you want to try to maintain a uniform polygon density for mesh recieving the shadow.

Hope I understood your question correctly! :)

Post by parva // Mar 15, 2009, 1:26am

parva
Total Posts: 822
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as Jack said, Shadow Casting lights are (currently) Spot, Directional and Projector Light.


At the sample of the Directional Light (only this has the Lightbeam setting).

The two important settings are Lightbeam "Size" and Shadow "Map Size".


Adjust the beam size to the area you want to cover with shadows

but keep in mind that you will need a larger shadow map to get fine details,

if you want a large beam size.


A large shadow map can cover more details like a large texture map.

2048 is mostly a high enough setting. Normal are 512 or 1024.


Some additional settings are the "bias" control.

Here you can set the accuracy of the shadow casting. A lower value will even cast shadows from fine mesh details. I don't know the exact description for this feature yet but you can take a look in the manual.


The filtering use PCF (Percentage Closer Filtering) if you move the slider from left to right you increse the Blur calculation.

I for myself would like to see some more advanced shadow techniques like Variance or Cascade Shadow mapping but for now this is what we have.


HTH

Post by fahembree // Mar 15, 2009, 4:52pm

fahembree
Total Posts: 123
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Thanks, yes that exactly what I was looking for.

Attached is updated image with shadows in workspace using setting suggested.:)

Post by TomG // Mar 16, 2009, 5:12am

TomG
Total Posts: 3397
Nice model btw!


As a note, most of the light set ups you see in the Lights library are for offline rendering. They are converted from the old tS6.6 libraries, and use infinite lights for shadows generally, which means they will render fine in Lightworks but won't do much good for your real-time scene.


Best bet is to create the real-time lighting from scratch using the Spotlight and Directional lights for shadows (the only 2 types that will give you shadows in real-time), using the tips and information below.


Perhaps a community thread can be started where people post some real-time light set ups, and maybe a library can be assembled from that?


HTH!

Tom
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