2008
the Bitmap Fit option to adjust the aspect ratio of the light beam to match
that of the projected image.
When you use projection lights, it's often helpful to adjust their roll angle.
You can do this with the navigation controls or with the
roll angle
manipulator
on page 5042 .
Prop Bone
The
CSM marker file format on page 7749 supports a prop bone in either or
both hands. There are six additional markers for the top, bottom, and middle
of the two props. If these tracks are detected, character studio creates a 3ds
Max dummy object.
The length of the prop is the average distance between the top and bottom
prop marker during animation. The prop will be oriented in the plane of the
three prop markers, and its origin will be at the bottom prop marker.
Quadtree
A quadtree is a data structure used to calculate
ray-traced shadows on page
7907 .
The quadtree represents the scene from the point of view of the light. The
root node of the quadtree lists all objects that are visible in that view. If too
many objects are visible, the node generates four other nodes, each representing
a quarter of the view, each with a list of objects in that portion. This process
continues adaptively, until each node has only a small number of objects, or
the quadtree's depth limit (which can be set for each light) is reached.
Each shadow-casting light ray needs to test intersection with the objects in
only one of the leaf nodes of the quadtree. This helps speed up the ray-tracing
process. In general, increasing the maximum quadtree depth can speed up
ray-tracing at a cost of memory.
The maximum size of a quadtree is the square of two to the power of the
maximum quadtree depth. At a depth of 7, the largest quadtree has 128 x 128
leaf nodes; at a depth of 10, the largest quadtree has a size of 1028 x 1028 leaf
nodes, and so on. (On the other hand, because each successive node contains
fewer objects, the size of a node's record decreases the deeper it is in the tree.)
NOTE An omni light can generate up to ten quadtrees, so omni lights that cast
ray-traced shadows use more memory at render time than spotlights do.
7904 | Glossary