Graphics Programs Reference
In-Depth Information
Figure 13-3: The shadow-buffer Size setting affects the definition of shadows and reduces aliasing of shadow borders. Here,
some very overstretched shadow buffers are shown in increasing resolutions.
as shown in Figure 13-5. This shader can be used to
adjust the intensity and color of the light. To adjust
the softness of the shadows the lamp generates,
use the lamp's Size setting in the Object Data tab
of the Properties editor.
Spot lamp
* Avoid setting the size of a lamp to 0, as this can cause
“fireflies”—a kind of noise consisting of single bright
pixels. If you want sharp shadows, just set the size to
something very small but not 0.
Clip start
Clip end
Figure 13-5: The emission shader is used for both lamp
objects and mesh-emitter objects in Cycles.
Distance
Mesh-Emitter Objects in Cycles
Cycles supports the emission of light from materi-
als, meaning that you can turn any mesh into a light
by applying a material that contains an emission
shader. This feature is great for creating unique
lighting setups and for lights that appear in glossy
reflections. (We'll look deeper into this when light-
ing the Spider Bot.) In the case of mesh emitters,
you can combine emission shaders with other shad-
ers using the Add and Mix nodes (as discussed in
Chapter 12).
Figure 13-4: A spot lamp in the 3D Viewport
showing the clipping range
Lamp Objects in Cycles
Cycles supports most of the same lamp types as
Blender Internal, except for Hemi lamps. Adding
a new lamp object in Cycles adds a standard emis-
sion shader connected to the lamp's output node,
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