
The “mental ray Shadow Map” type is provided for use with the
mental ray
renderer
on page 6230. When you choose this shadow type and enable shadow
maps (on the
Shadows & Displacement rollout
on page 6292 of the Render Setup
dialog), shadows use the mental ray shadow-map algorithm. If this type is
chosen but you render with the default scanline renderer, no shadows appear
in the rendering.
NOTE
When shadow maps are enabled and the shadow map type is Shadow
Map, the mental ray renderer attempts to translate the shadow map settings into
comparable settings for mental ray shadow maps. (The results might not be what
you expected.) In all other cases, the mental ray renderer generates ray-traced
shadows.
Each shadow type has its particular controls:
■
Advanced ray-traced shadows
See
Advanced Ray-Traced Parameters
Rollout
on page 5118 and
Optimizations Rollout
on page 5130.
■
Area shadows
See
Area Shadows Rollout
on page 5122 and
Optimizations
Rollout
on page 5130.
■
mental ray shadow maps
See
mental ray Shadow Map Rollout
on page
5128.
■
Ray-traced shadows
See
Ray-Traced Shadow Parameters Rollout
on page
5133.
■
Shadow maps
See
Shadow Map Parameters Rollout
on page 5135.
TIP
Use ray-traced or advanced ray-traced shadows when you want shadows cast
by opacity-mapped objects. Shadow-mapped shadows don't recognize the
transparent portions of the mapping, and as a result they don't look convincing.
Use Global Settings
Turn on to use global settings for shadows cast by this
light. Turn off to enable individual control of the shadows. If you choose not
to use the global settings, you must choose which method the renderer will
use to generate shadows for this particular light.
When Use Global Settings is on, the shadow parameters switch over to show
you what the global settings are. This data is shared by every other light of
this class. When Use Global Settings is off, the shadow parameters are specific
to that particular light.
Exclude button
Excludes selected objects from the effects of the light. Click
this button to display the
Exclude/Include dialog
on page 5096.
5024 | Chapter 18 Lights and Cameras
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...