This chapter deals with
LightWave's various shadow types and properties.
By the time you have finished this chapter, you
should understand ray-traced shadows, shadow maps,
and the effects of shadow sizes and softness and
how they relate to the type of light source that
creates them.
Among the following paragraphs are some of my
greatest pet peeves - those things that make my
skin crawl when I see or hear about them. These
are basic concepts that will really mess you up
if you don't fully understand them, so pay attention!
First, let's get a few things straight:
- There is no such thing as a light source
that causes only hard-edged shadows. The shape
of a shadow depends upon the shape of the object
that is casting it, but the size and softness
of the shadow is dependent completely upon the
light source. A light capable of causing a completely
hard-edged shadow must have zero dimension and
be a point in space with no size or shape. While
this light type may very well exist in a virtual
environment such as LightWave, it certainly
does not exist in the real world. All light
sources have some size, even the tiniest light-emitting
diode or electrical arc. All light sources,
therefore, cause some amount of softness to
occur in the shadow. This means that all lights
are volume lights (which is like an area light
shaped like a cube instead of a plane).
- Lights do not cast shadows. Lights never cast
shadows. No light has ever cast a shadow. Well,
that's not entirely true. If you put an ellipsoidal
reflector spotlight in front of a lit 5K Fresnel,
it will cast a shadow. My point? Only objects
cast shadows.
- One light results in one shadow. I have seen
numerous shots where a single light source existed
in the plate, yet there were multiple shadows
on the floor cast by multiple CG light sources.
That's another dead giveaway that something
isn't right. CG artists are not the only ones
to make this mistake; gaffers make the same
mistake on set.
These are real-world scenarios. As CG artists,
we often find ourselves trying to simulate real-world
lighting. You will never succeed unless you know
that a completely hard-edged shadow is wrong,
lights do not cast shadows, and one light source
results in one shadow for each object. I know
there are nitpicky people out there who will argue
that a reflection can cause a second shadow from
the single light source and that is true, but
it could be argued that the "mirror" is a second
light source. Let's not get into an arm-wrestling
match about it. Physicists, be gone! |