Introduction: RayFX from Blur is a freeware
plugin (hopefully it stays that way :-)), that extends the raytrace-capabilities
of the standard scanline renderer in MAX 3 with some important
features. If You only have limited experience with Raytrace- and Mapped-shadows, You should read the two tutorials "Caustics" (german!) and "Lighting setup in Max" (german!). They will teach You a little about the standard possibilities in MAX when it comes to lighting and raytracing. You will find it easier to solve any problems that might arise with using RayFX if You do. Next,
a little installation help: RayFX.zip
(contains RayFx.dlu / RayMtl.dlt / RayTex.dlt) Copy all the files into Your StdPlugins directory, making back-up copes of the original RayFx.dlu / RayMtl.dlt / RayTex.dlt. That way, in case You would not be satisfied with the Blur-Raytrace Tools, You can always go back to the old (standard MAX) RayTrace-plugins. The BlurLib.dlu is necessary to be able to run any plugins from Blur in the first place. RayFX
Shadows:
Now then, on to the setup possibilities of the RayFX-Area Shadows. The
Shadow Parameters Rollout: The RayFX Area Shadows Rollout: Basic
Options: Mode: RayFX only supports two types of Area-Lights at the moment; Rectangle Lights and Box Lights. The others, such as Disc, Triangle and Sphere, are not yet supported. In most cases these two available types will suffice however. Simply imagine a glowing rectangle as being a light source (for example, a monitor), or a glowing cube. As light sources these make substitutes for spotlights (rectangle light) or omni lights (box light). Omni (box) lights will, of course, require far more render time. RayFX Global Parameters: This is where, as with the Standard-MAX shadows, the Raytrace-Parameters can be adjusted. More about this later. RayFX Include: This is where one can include/exclude objects from casting shadows from the selected RayFX light. Even though illumination is the only choice, the effect only applies to casting shadows. One must also select at least two objects to get any effect: one object that will cast the shadows, and another that will receive them. Only then will the shadows not show up (and won't be calculated - the render time will drop). Even though one can use the in- and exclude options in the General Parameters rollout, one should utilize this new functionality to exclude objects from casting shadows. It's simply faster. Area
Light Dimensions: Area
Light Parameters:
A sphere casts a(n) (Area)Shadow onto a plane, functioning as a floor. In the upper image the Supersampling was not calculated. One can clearly see the shadow artifacts in the left side of the image. The lower image shows the cast shadow (no shadow parameters were altered) onto a plane that does have supersampling switched on. The artifacts are clearly less apparent. As one can see it is true that the shadows get rendered "twice as smooth". What, exactly, the "Detect Supersampling" option has to do with this is a puzzle to me. Whether it is on or off, on a Supersampled object the shadow will always get rendered twice as smooth. The option simply doesn't show any effect. I don't know whether that's a problem with the beta-version state of the plugin or not. It just doesn't make any sense to me...
Detect Recursion: I'm afraid I'll have to pass on this one as well. According to the documentation, this should also prevent any double and triple anti-aliasing (for example, penumbra being reflected in a reflecting surface). But as the anti-aliasing in reflections and refractions don't work without problems yet, this option is - in my opinion - also close to useless for now.
In the upper image there are clearly three Shadows to be seen, directly below the sphere and two to the left and up. In the middle image there are already more calculated shadows to be seen, and in the last image even more. It should be clear that this improves the quality of the Area-Shadows. According to the Blur documentation, one should increase this value when there are artifacts in the penumbrae, or when very small objects aren't casing any shadows at all.
In the
upper image You can see again the effect of a Pass 2 Quality
at 1, as with the previous images. Only the base shadows are
visible. In the middle image one can see how the "sub-"shadows, as I call them, are generated. Pass 2 Quality has been set to a value of 2 in this image. It looks like the Pass 1-shadows are getting split up in two (or three?) sub-shadows, that accumulate their shadow density values together. In the last image Pass 2 Quality was set to a value of 3. Even more "sub-"shadows are being generated and the the quality slowly improves. According
to the documentation, one should increase this value to prevent
blotches or noise in the penumbrae. Important to remember is
that Pass 1 Quality is multiplied by the Pass 2 Quality, and
that Pass 2 Quality multiplied by its own value over that. A
simple example (not exactly correct, but it's close enough to
what is actually going on): If You set Pass 1 to one, and Pass
2 to one, only one penumbra will be calculated. Were You
to increase the Pass 1 Quality to 2 now as well, You would quickly
get 18 penumbrae (2x3x3)
Blur seems to shift the individual penumbrae, and isn't a real blurring effect - as the name tends to lead You believe. Through
the shifting of the individual penumbrae, the edges of the penumbrae
tend to get a little softer, like the image to the left shows.
(I have lowered the dimensions of the Arealight to 20x20, to
create a sharper shadow effect). The upper image was rendered
with a Blur value off 0, the lower image with a value of 50.
It's clear to see that in the lower image the penumbrae lay further
apart than in the upper image. The artifacts that appear on the sphere and the floor object are direct results of increasing the Blur value. The higher the Blur value, the more probable the effect that polygons start casting shadows onto themselves. We will address this problem later.
In the images to the left I have used the following settings for Jitter-Amount and Blur: The Blur value, as with the previous examples, is set to a value of 50 - quite high.. In the first image the Jitter-Amount is still set to 0, and the image looks the same as in the previous example images. I have only increased the contrast in Photoshop, to emphasize the effect of the Jitter-Amount parameter. In the second image the Jitter-Amount value is at 0.8. The blending area between the individual "sub-"shadows is made less clear due to the noise effects from the Jitter-Amount parameter. In the last image the Jitter-Amount value is set at 3.0. Due to the high Blur value of 50 it was necessary to cross the recommended maximum of 1.0. To get an even softer result now one would have to increase the Pass 2 Quality to decrease the strong noise effect. I have done so and ended up at a value of 8. On top of that I have increased the Pass 1 Quality to a value of 3 to get an accurate depiction of the shadow effect (as You can see in the next three pictures, it's not yet perfect. The Pass 1 and Pass 2 Quality values are still too low).
Now on to the last
images and with them the "Ray Bias" parameter. Ray Bias
is comparable to the map shifting in shadow mapped shadows. To prevent these, one has to increase the Ray Bias value. In the upper image, it is still set to zero. In the second image I have increased its value to 4, the artifacts on the floor and on the sphere are gone. Only in the edges and corners of the room there's still a dark self-shadowing artifact to be seen. In the last image I have also eliminated this shadow by increasing the Ray Bias value to 10. It's a question of taste, but I find self-shadow effects in the corners and edges of rooms (such as in the middle image) quite nice. It gives the image the usually absent contrast, and simulates dirt in the corners and edges. However, one shouldn't over-do it. If You look carefully, the bottom image also still shows a faint line. A little more pronounced (Ray Bias value a little further down again) and it would be perfect. Last to cover is the Coplanar Face Culling : According to the documentation this value should prevent coplanar faces from casting shadows onto each other. This, for example, is the case with a sphere. The Threshold value indicates the angle at which to accept faces as being coplanar. Unfortunately I couldn't detect any noticeable effect from this parameter. So just leave this parameter be and spend Your time playing around with the Ray Bias value, when You've got self-shadowing problems going on.
a) One doesn't use anti-aliasing for raytraced objects. Isn't exactly a welcome work-around. Pixelated reflections and refractions will show up. b) You
activate the Manual Acceleration under the Global Raytrace Settings,
and only use the Single Pipe mode. Deactivate Bounds Checking
when you do! c) You
don't activate anti-aliasing, but the Supersampling option. It
also works on reflections and refractions. You would have to
rely completely on the super-sampling instead of the technically
superior anti-aliasing. Supersampling won't disturb the RayFX
Shadows. Who still doesn't have enough power, will have to wait until August. Then Blur may release a new version of their RayFX plugins. With that release things such as caustics, global illumination, radiosity and so on will be possible. You can already take a sneak peek at what's coming in the Blur Gallery. Let's be surprised! Everything will be alright, and images like the one below will then no longer be a problem (option c!). Even if it took 56 minutes on a Dual 600 (512 MB) machine... ![]() |
© 2000 Andreas Skrzypnik
/ lightrays.de
93Grad - design und animation für entertainment
Translation : Richard Annema
/ http://www.maxunderground.com/