ShaderNodeShadowΒΆ
Computes light occlusion on a surface. This node computes occlusion on a surface from a light, using depth maps or raytracing.
Mode
The shadow computation mode.
Shadow Set
The shadow sets this shadow node is linked to. Objects that have the same shadow set (or one of the shdow sets) will cast shadows in this node.
View in Buffer A
Puts the rendered image in the A buffer of a render view.
View in Render
Puts the rendered image in the B buffer of a render view.
Size
Size of the shadow map, in pixels.
Bias
Bias offset for the shadow map lookup, in unit of the scene.
Blur
Size of the lookup filtering window of the shadow map, in thousandth of shadow map size.
Quality
Number of samples used for shadow map lookup filtering or area in pixels used for Antialiased ShadowMap mipmapped lookup.
Filter
Type of filter to smooth the shadow map lookup.
Normal Correction
Use the surface normal to reduce shadow map biasing, but may introduce light leaking. 1 fully inclines the lookup, 0 doesn't incline the lookup at all.
Shading Rate
Shading Rate used for the creation of the shadow map.
Bucket Size
Size of the bucket used to compute the shadow map. Reduce this parameter if the shadow map takes too much memory to be computed.
Near
Near clipping value used for the creation of the shadow map.
Far
Far clipping value used for the creation of the shadow map.
Eye Splits
Maximum number of eye plane splitting
ZThreshold
Opacity threshold used to consider the object occluding at the shadow map creation. This requires the Shaded Shadows material option enabled.
Sampling
Antialiased ShadowMap oversampling for the shadow map creation. The actual number of samples used is the square of this value.
Compression
Lossy compression rate of the Antialiased ShadowMap at creation. 0 means no compression, 100 is fully compressed.
Opacity Threshold
Opacity threshold used to consider the accumulation of transparent objects to be fully opaque at Antialiased ShadowMap creation. Decreasing this value reduces memory consumption and rendering time for scenes with large number of semi-transparent objects, such as hair or volumes.
Disable Motion Blur
Disables temporal stochastic sampling at the Antialiased ShadowMap creation, used to resolve self occlusions with fast paced objects.
Area Light Type
Shape of the light casting shadows.
Transparent Shadows
Enables opacity evaluation when a ray hits an object.
Angle
Apparent distant light radius/angle, only for Raytraced distant lights.
Length
Maximum shadow ray length.
Width
Point light width, only for Raytraced point lights.
Samples
Number of the rays used for sampling the area light.
Double Precision
Enable the ray tracer to use a double precision intersection algorithm. Double precision is a bit slower but can solve some precision issues.
Enable transform
Allow the shadow to be computed using a different position, direction.
Enable
Enable the real time display of the shadow map.
GL Size
Select the size of the OpenGL shadowmap.
Bias
Bias offset for the shadow map lookup, in unit of the scene, this is the same parameter as the actual Shadowmap Bias parameter.
Blur
Size of the lookup filtering window of the shadow map, in thousandth of shadow map size, this is the same parameter as the actual Blur Shadowmap parameter.