Advanced Shadowing Options
Real shadows are rarely razor sharp. Only very compact light sources
cast extremely sharp shadows, and our lives are filled with lights
that have enough size that their shadows are distinctly fuzzy.
In LightWave, these "soft shadows" can be approximated by
using a shadow map, but this is just a blurred transition. True area
light shadows have a complex behavior since the shadow sharpness
depends on the size of the light, the distance of the light, and the
distance of the shadow casting object.
The proper behavior of area light shadows is actually a difficult
one to render, since it deals with the partial occlusion of light
sources. Gaffer is able to compute this occlusion, and therefore give
shadows that behave properly. This area shadowing is an option, and
normal raytraced or shadow mapped shadows can always be used instead.
Unlike shadow maps, Gaffer's area light shadows can be used with all
three light types: point, spot, and distant.
As a result of the complexity of the effect, area
lights are slower than both raytraced and shadow mapped lights. We'll
post timing benchmarks here soon after we finish our last speed
optimizations.
The visual effect of proper area light shadows can be significant.
In the images to the left, you can see the effect of different shadow
types. On the top left, the stark shadows from LightWave's default
raytracing are crisp but unrealistic. The center image shows the use
of shadow maps. LightWave's "fuzziness" option simply blurs
the shadows, which gives them a much softer feel. Note how the shadows
still suffer from severe problems, especially at the base of the post.
Also, the shadows are evenly blurred everywhere, which looks very
strange. Gaffer's area light shadows are shown on the bottom. Note the
realistic behavior, especially visible in the post's shadow. The
shadow is tight near the base but much more diffused further away;
exactly how real shadows behave.
The question to ask yourself when you view these images is simple:
Which is most realistic?
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