The VRay shadow plug-in can be used to achieve raytraced shadows with
standard 3dsmax lights and VRay. Note that in most cases the standard
3dsmax Raytrace shadows will not work with VRay. You must use VRay
shadows. In addition to supporting blurry (or area) shadows, they will also
cast correct shadows from objects with VRay displacement, as well as from
transparent objects.
Transparent
shadows - this option determines the behaviour of the shadows when
there are transparent objects in the scene. When this option is on, VRay
will calculate shadows regardless of the light's Object Shadows settings
(Color, Density, Map, etc.), however the color of shadows from transparent
objects will be correct. When this option is off, the shadows will take into
account the Object Shadows parameters of the light, but shadows from
transparent objects will be monochromatic (shades of gray only).
Smooth surface shadows - turning this on
will cause VRay to try and avoid blocky shadows that may occur on low-poly
objects. Currently this does not work very well for long thin faces.
Bias - optionally, VRay can compute the
shadows at a point that is slightly displaced towards the light from the
actual surface being shaded. This may be useful to prevent "surface acne"
(black spots on the surface because of incorrect self-shadowing).
Area shadow - turns area shadows on and
off.
Type - determines the way in which the
area shadows are calculated:
Box - VRay computes the shadows as
if they were cast by a light source with the form of a box.
Sphere - VRay computes the shadows
as if they were cast by a light source with the form of a sphere.
U size - the U size of the light source
VRay takes into account when computing area shadows (if
Sphere light source is selected U size corresponds to the sphere's
radius).
V size - the V size of the light source
VRay takes into account when computing area shadows (this parameter has no
effect when Sphere light source is selected).
W size - the W size of the light source
VRay takes into account when computing area shadows (this parameter has no
effect when Sphere light source is selected).
Subdivs - this value controls the number
of samples VRay will take to compute area shadows at a given point. More
subdivs mean less noise, but will render slower.