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Renderman tutorial normal maps maya4/7/2024 ![]() If the scene is static and only the camera moves, a generated shadow map can be used for all subsequent renders. They can be reused in more than one render.Also, filtering (using PixelFilter command) can be lowered (even to 1x1) and ShadingRate increased (up to 10 or more). When rendering a shadow map, one could remove all surface and light shaders, even displacement shaders can be removed if they do not affect the geometry too much. Indeed, shadow maps can be generated much faster than a normal "color" image, mainly because only depth information is needed. These are normal shadow maps that, historically, have been widely used in the industry. ![]() Here is an explanation of the advantages and disadvantages of each: Standard (Depth) Shadow Maps Among these attributes, there are two types of Shadow Maps that can be used: Standard (Depth) and Deep shadow maps. This is specified through the Shadow Maps groups of light attributes of The Render Settings. ![]() These can be generated manually or automatically by 3Delight. Instead of relying on 3Delight's ray-tracing to render projected shadows, one have the option to use Shadow Maps.
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