Displaying and Rendering OpenGL Shadow Maps

You can display OpenGL shadow maps in 3D views set to the Realtime Shaders > OpenGL display mode. For shadow maps to display properly, three conditions must be met:

• The scene lights must be point lights or spotlights.

• Scene lights must have shadows toggled on to be involved in the shadow calculation.

• The Realtime Shadows display option must be activated.

OpenGL shadow maps are rendered to a Pbuffer (Windows systems) or a frame buffer (Linux systems) whose resolution you can set.

 

To display OGL shadow map shadows

1. Make sure that your scene lights have shadows enabled (open the light’s property editor and activate the Shadows > Enable option).

2. Set a 3D view to the Realtime > OpenGL display mode.

3. From the same 3D view’s Display Types menu, choose Display Options to open the Display Options property editor.

4. From the Realtime-OpenGL options on the Display Options tab, activate the Realtime Shadows option.

5. If necessary, activate Optimize Interaction. When this option activated, realtime shadows are updated after each interaction, rather than in real time.

 

This option should be deactivated before you output the scene using any of the hardware renderer options.

6. Set the Object Casting Shadows option to one of the following:

- Geometry Only: only renderable objects cast shadows.

or

- Everything: all objects cast shadows, including non-renderable objects like chains and curves.

7. Set the P-Buffer Resolution to specify the resolution of the PBuffer (or frame buffer) to which realtime shadows are rendered. Higher resolutions create higher quality shadows but will slow interaction considerably.

8. Set the Shadow Color to define the color of the shadows. Use the sliders to set any color. This parameter is animatable, so you can change the color over time.

To render OpenGL shadow maps

You can render your scene with one of the hardware renderer types using the display resolution of the OpenGL shadow maps’ PBuffer. For more information about hardware rendering, see Hardware Renderer Options [Rendering].

1. Set up OpenGL shadow maps as described in the previous section.

2. Choose Render > Render > Scene Options from the Render toolbar or open The Render Manager > Scene Renderer > Scene Render Options.

3. On the Scene Globals tab, set the Scene Renderer to Hardware Renderer.

You can also set hardware rendering at the pass-level, irrespective of the scene-level setting. See Setting the Pass Renderer [Rendering].

4. Choose Render > Render > Renderer Options to open the Hardware Renderer Property Editor [Properties Reference] and select any hardware renderer (other than DirectX) from the Render Type list.



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