Blackmagic Design DV/RES/BBPNLMIC DaVinci Resolve Micro Panel with Resolve Studio Software

User Manual - Page 1720

For DV/RES/BBPNLMIC.

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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 25, “3D Compositing Basics,” in the Fusion
Reference Manual or Chapter 85 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 85, “3D Compositing
Basics,” in the DaVinci Resolve Reference Manual, or Chapter 25 in the Fusion Reference 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.
Shadow Map Sampling
Sets the quality for sampling of the shadow map.
Softness
Soft edges in shadows are produced by filtering the shadow map when it is sampled. Fusion provides
two separate filtering methods for rendering shadows, which produce different effects.
Chapter 903D Light Nodes 1720
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