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  VRay Home  ::  VRay Documentation Home  ::  VRay Renderer Parameters  ::  VRayShadow Examples

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 Search Keywords: shadow, VRayShadow, Area shadow, transparent shadow

General

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.

Parameters

VRay Documentation - VRay Shadow ParametersTransparent 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.

  

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