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Create a spot light source by clicking Create Spot Light
.
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- Only spot light sources can cast shadows between objects.
- Object shadows are supported on Windows only and that we
recommend the following graphic boards: Nvidia
Quadro4 750XGL, Nvidia Quadro4 900XGL, ATI Radeon 8800 or Wildcat
6110.
- Object shadows are now
fully compatible with CgFx shaders on Windows platform.
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Access the lighting properties dialog box by
right-clicking the light in the specification tree then selecting
Properties.
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Click the Shadows tab and select
the On Objects check box to activate shadow casting between
objects (in this case the option
Enable OpenGL Shader is not selected in Tools >
Options > General > Display > Performances tab, Miscellaneous
area:
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If
Enable OpenGL Shader option is selected in
Tools > Options > Display
> Performance tab, on selecting On Objects
check box, the Color and Transparency
fields are activated.
- Color: The color intensity of the
shadow is modified using the slider. To change the color of
the shadow, click the button
.
A color palette allows you to change the color.
- Transparency: The transparency of the
shadow can be changed by using the slider.
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Right-clicking a light, then selecting Light On allows you to switch
several spot lights on at a time.
A maximum of eight light
sources can be switched on at a time.
- Lights are
not deactivated when the On Objects option (object to
object shadow) is selected.
- It is
recommended to use three
light sources to project shadows at the same time.
- When On Objects
is activated, the light source angle cannot exceed 45°.
Inversely, defining a light source with an angle greater than 45°
prevents you from creating shadows between objects.
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Use the Map Precision list in the
Properties dialog box to define the size
of the shadow map: Small, Medium or Large.
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A shadow
map identifies illuminated points in the scene with respect to a
given light source. This ray-tracing technique relies on a precomputed depth map attached to the light source.
The higher the map precision, the more accurate the
shadows but bear in mind that there is a price to pay in
performance and allocated memory. |
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Define the shadow Quality, which enables you to
optimize the performance by selecting a value from the list:
- Standard:
this is the default value. In that case, the shadow map is not
recomputed at each interaction
- Good: the
shadow map is recomputed at each interaction, which provides a
more accurate shadow but affects performance.
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We recommend that you
start with a low precision and a standard quality then, when
satisfied with your lighting parameters, increase Map
Precision and Quality. |
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Click OK or
Apply then OK to validate.
| The following are sample images showing
shadows between objects On and Off: |
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Shadows Off
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Shadows On with
Enable OpenGL Shader not selected |
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Smooth Shadows On
with Enable OpenGL Shader selected |
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