User Manual

Table Of Contents
Penumbra Angle
The Penumbra Angle determines the area beyond the cone angle where the light’s intensity
falls off toward 0. A larger penumbra angle defines a larger falloff, while a value of 0 generates
a hard-edged light.
Dropoff
The Dropoff controls how quickly the penumbra angle falls off from full intensity to 0.
Shadows
This section provides several controls used to define the shadow map used when this spotlight
creates shadows. For more information, see Chapter 23, “3D Compositing Basics” in the Fusion
Studio Reference Manual or Chapter 68 in the DaVinci Resolve Reference Manual.
Enable Shadows
The Enable Shadows checkbox should be selected if the light is to produce shadows.
This defaults to selected.
Shadow Color
Use this standard Color control to set the color of the shadow. This defaults to black (0, 0, 0).
Density
The shadow density determines the transparency of the shadow. A density of 1.0 produces a
completely opaque shadow, whereas lower values make the shadow more transparent.
Shadow Map Size
The Shadow Map Size control determines the size of the bitmap used to create the shadow
map. Larger values produce more detailed shadow maps at the expense of memory and
performance.
Shadow Map Proxy
Shadow Map Proxy determines the size of the shadow map used when the Proxy or Auto Proxy
modes are enabled. A value of 0.5 would produce a shadow map at half the resolution defined
in the Shadow Map Size.
Multiplicative/Additive Bias
Shadows are essentially textures applied to objects in the scene, so there is occasionally
Z-fighting, where the portions of the object that should be receiving the shadows render over
the top of the shadow. Biasing works by adding a small depth offset to move the shadow away
from the surface it is shadowing, eliminating the Z-fighting. Too little bias and the objects can
self-shadow themselves. Too much bias and the shadow can become separated from the
surface. Adjust the Multiplicative Bias first, and then fine tune the result using the Additive
Bias control.
For more information, see the Multiplicative and Additive Bias section of Chapter 76,
“3D Compositing Basics” in the DaVinci Resolve manual, or Chapter 25 in the Fusion
Studio manual.
Force All Materials Non-Transmissive
Normally, an RGBAZ shadow map is used when rendering shadows. By enabling this option,
you are forcing the renderer to use a Z-only shadow map. This can lead to significantly faster
shadow rendering while using a fifth as much memory. The disadvantage is that you can no
longer cast “stained glass”-like shadows.
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