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.

DoublePrecision

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.