8

Area Shadows Rollout 1203
Inter face
Basic Options group
ModeSelectsthewaytheareashadowsare
generated:
SimpleCasts a single ray from the lig ht toward
the surface. No
antialiasing (p age 3–1001)
or
area li ght calculation is p erformed.
Rectangle LightCastsraysfromthelightina
rectangular array.
Disc Light—Castsraysfromthelightina
circular ar ray.
Box Light—Castsraysfromthelightasifitwere
abox.
Sphere Light—Castsraysfromthelightasifit
were a sphere.
The shape of the area shadow array affects how shadows
are cast.
Left: Rectangle
Right: Box
2-Sided Sha dows—When on, backfaces are not
ignored when calculating shadows. Objects s een
from the inside are not lit by lights from the
outside. This costs a bit more render time. When
off,backfacesareignored. Renderingisquicker,
but outside lights illuminate object interiors.
The faces inside the sliced sphere do not cast shadows if
2-Sided Shadows is not selected.
Antialiasing Options group
Shadow Integr ity—Sets the number of rays in the
initial bundle of rays cast. These rays are projected
from every surface that receives light from the
light source.
Thenumberofraysisasfollows:
1=4 rays
2=5 rays