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Mastering
3D Studio MAX R3 |
Attenuating
Light at a Distance
As mentioned earlier, a CG light will go on forever unless you specify
how it attenuates. All lights in MAX can be attenuated at a distance.
The attenuation settings control how light diminishes relative to the
distance from the light, including the total distance of the lights
throw, where the light starts falling off, where the light starts falling
on (something not possible in a real light), and the type of decay
calculation used for the falloff.

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| TIP If an object
is too dark, check whether it is within the attenuation ranges of
the light.
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Near Attenuation
This setting controls where the light begins to fade in. As mentioned
above, this is not comparable to a real-life situation. Imagine that the
light emitted by a light does not have to start at the light, illuminating
everything in its path, but can start somewhere along its path. The End
setting of the Near Attenuation parameter is the distance where the light
reaches 100% of its intensity. The Start setting is the distance where
the light value starts fading in from zero.
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| WARNING Remember
to always check the Use box when using attenuation settings.
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| TIP Checking
Show will allow you to also see the settings represented schematically
in the viewport, as in Figure 10.6. Here, the far attenuation settings
are being displayed; the larger, darker oval is the End setting and
the smaller, lighter one is the Start setting.
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FIGURE
10.6 Attenuation (for a spotlight) shown in
viewport
Far Attenuation
The Far Attenuation setting determines where a light begins to fade out
at a distance. This is the type of attenuation we are more accustomed
to in the real world and is much more common in CG as well. The Start
setting is the distance where the light begins to fall off from its full
intensity. The End value designates the farthest reach of the light; after
that distance, the light has no effect at all.
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| NOTE Near Attenuation
was introduced in MAX R2.5, so anything you come across referring
to attenuation before that version of MAX refers to Far Attenuation.
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Decay
The Decay settings determine which mathematical formula MAX uses to calculate
the falloff in light from 100 percent to zero. Table 10.1 shows the effects
of the three decay types.
Table 10.1: EFFECT OF DECAY SETTINGS
OF LIGHTS
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Decay Type
| Effect
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None
| There is no falloff.
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Inverse
| The falloff is proportional to the inverse
of the distance.
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Inverse Square
| The falloff is proportional to the inverse
of the distance squared. This is real-world falloff, but is rarely
necessary and dims the light greatly. To use this setting in MAX,
you will need to either use a lot of lights or crank up the multiplier
value.
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Adjusting
the Hotspot and Falloff
| In addition to attenuating at
a distance, spotlights and directional lights also diminish along the
edges of their cone or cylinder, according to parameters that can also
be adjusted. The hotspot is the angle of the cone of a spotlight (or
width of the cylinder of a direct light) within which the light is still
at full intensity. The falloff is the angle or width at which no illumination
is received from the light. You can set these in the Spotlight Parameters
rollout of the Modify tab, or use a Light view and the viewport navigation
controls (the Hotspot and Falloff tools) to adjust them. If you check
Show Cone in the Spotlight Parameters, the cone will display in the
viewport even when the light is not selected. The light blue inner cone
is the hotspot; the dark blue outer cone is the falloff.
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Casting Shadows
All lights in MAX can cast shadows but, unlike real lights, CG lights
have to be instructed to do so. Calculating shadows increases render time,
therefore shadows are not turned on as a default. The Shadow Parameters
rollout allows you to choose how the shadows should be determined.

The two types of shadow calculations are shadow map and ray-traced shadows.
You choose these in the Object Shadows drop-down list in the Shadow Parameters
rollout. Shadow Map applies a silhouette image of the object projected
along the line of light as a bitmap for shadow images. Ray Traced Shadows
calculates the actual fall of light rays around the object. We will look
at the benefits and drawbacks of each.
Shadow Maps
Shadow maps are bitmaps created during the rendering process and projected
in the direction of the light. Specific settings can then be adjusted
to control the anti-aliasing of the shadow bitmap. Since shadow-mapped
shadows are bitmaps, their resolution relative to the total render size
affects how coarse the shadows appear. If your shadows are coarse, the
map size may be too small, the camera may be too close, or your falloff
may be too wide. (The map size has to cover the entire area within the
lights falloff.) If you have two different-sized objects near each
other, you may need to use separate lights with different map sizes, excluding
the other object from each light.
Here are some of the advantages and disadvantages of shadow-mapped shadows,
followed by further discussion of the parameters of shadow maps:
Advantages
| Disadvantages
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Soft edges
| Have to fiddle with map size and sampling
to control coarseness
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Can add color and map to shadow
| Wont apply transparency or filter
color of transparent objects
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Faster to calculate
| Not calculated as precisely as raytraced
shadows
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Controllable maps
| Large map sizes bog down the system
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Bias This parameter adjusts the distance of the map from the object
casting shadows. In the scene below, the sphere on the left has the default
map bias of 1, while the sphere on the right has a map bias of 50.

Size This parameter determines the dimensions of the map used
to make the shadows. As mentioned before, increasing the map size can
help get rid of the coarseness (jagged edges) around your shadows. The
downside, of course, is that this uses more RAM.
© 2000, Frol (selection,
edition, publication)
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