Shadow
Map
This is where one of my favourite features comes
in - shadow maps. The real beauty of shadow maps
is how good they can look compared to what a cheap
trick they actually are. First of all, shadow
maps can only be used with spotlights. Unfortunate,
but true.
Shadow mapping uses a technique similar to how
the camera determines whether or not areas are
hidden from the camera's view, but instead of
the camera, they determine what areas are hidden
from the light's view. Areas that are hidden from
the light's view are in shadow.
Now the true beauty of shadow mapping is not
how it calculates its shadows but rather the fact
that you can add fuzziness to the shadows. As
with ray tracing, shadow maps and shadow fuzziness
have their advantages and disadvantages. The great
advantage to shadow fuzziness is that it is calculated
very quickly and lets you avoid the very CG hard
shadow look. LightWave simply blurs the shadow
outline to make the shadow soft. Let's take another
look at the shadow map options.
Shadow Map Size refers to the pixel dimension
of the map. The default is 512, meaning the shadow
map is 512 x 512 pixels. I often find this to
be too small, resulting in obvious pixelation,
or "jaggy" edges. You can either change the setting
to create a higher resolution shadow map or increase
the fuzziness to blur out the pixels, or both.
I often use a fuzziness in the 10 to 20 range.
Using a fuzziness of 0 will not blur the shadow
map at all. You will see the sharp edge of the
pixels unless you use a very high-resolution shadow
map.
Beware: Shadow Fuzziness values that are too
high can result in crawling shadow artifacts over
an image sequence.
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