Lighting and Shadow
In iClone, real-time self-shadow function can be accessed in the Light – Modify page.
In the Shadow Type drop down list, there are three types of shadows:
|Drop Shadow||Wall Shadow||Self-cast Shadow|
|System default shadow. A quick way for characters to drop shadow on the virtual floor (X-Y plane) or 2D background.||Wall Shadow shows an offset shadow directly behind the character creating a 2D shadow effect.||A realistic way to calculate the physical projection of shadows from the light source via shadow map technology.|
Cast and receive shadows both from characters and props/scene. Shadows can be cast to the source’s own surface as well.
|Parameter: Opacity, Blur Quality, Blur Level||Parameters: Offset, Opacity, Blur Level||Parameters: Opacity, Blur Quality, Blur Level|
More About Self-cast Shadow
Higher resolution shadow map is required if you wish that all scene elements to cast shadows.
Self-cast shadow can only be projected on 3D objects but not on the virtual floor (X-Y plane) or 2D space.
In this version, if self-cast shadow is being casted on object with “alpha transparency” effect, it might cause some artifacts.
Whether the props can cast or receive shadows can be pre-defined by content developers inside 3D Studio MAX.
Shadow quality comparison
iClone 1.0 Drop Shadow iClone 1.5 (or later version) Self Cast Shadow
Mid Blur Level + High Blur Quality Less Blur Level + High Opacity High Blur Level
Shadow map resolution
Large scene takes larger size shadow map to make the self-cast shadow with higher resolution
Self Shadow Resolution – Scene ( Low ) Shadow Resolution – Scene ( High )
Shadow Bias Adjustment
this function helps to correct some shadow displacement caused by extreme shadow angle
* iClone Self-cast Shadow function supports NVIDIA series graphics card only