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View Full Version : Area lights, final gather and shadows.


lostparanoia
05-31-2012, 09:02 AM
So, still, in Maya 2012, the ancient bug where Area lights does not cast shadows in the final gather calculation is still alive and kicking. :banghead:

Right now I have a scene with around 20 area lights and the final gather is just beaming all over the place. Does anyone have a fancy solution to this problem that does not involve changing all area lights to spot lights and basically re-lighting the entire scene?

Puppet|
05-31-2012, 11:39 AM
I suppose you just need set "Shadow Depth" to higher value in your lights and Render Settings. By default shadow is visible only for primary rays, but not for secondary (like reflection or final gather)

royterr
05-31-2012, 12:26 PM
I suppose you just need set "Shadow Depth" to higher value in your lights and Render Settings. By default shadow is visible only for primary rays, but not for secondary (like reflection or final gather)

what should be the value then for a shadow ray depth limit for an interior scene?
If one has 10 area lights with the ray depth limit (under raytrace shadows) set to 10, does this mean that in the render global, shadow ray must be set to 100?

*in case of prtal light shader, does it replace the "ray depth limit"option of the maya area light?

wizzackr
05-31-2012, 01:51 PM
what should be the value then for a shadow ray depth limit for an interior scene?
If one has 10 area lights with the ray depth limit (under raytrace shadows) set to 10, does this mean that in the render global, shadow ray must be set to 100?

*in case of prtal light shader, does it replace the "ray depth limit"option of the maya area light?

Someone correct me if I'm wrong, but I think each light is evaluated in a separate light-loop, so ten should be fine in the scenario you described.

lostparanoia
05-31-2012, 02:12 PM
I suppose you just need set "Shadow Depth" to higher value in your lights and Render Settings. By default shadow is visible only for primary rays, but not for secondary (like reflection or final gather)

Aah, ofc... now I feel stupid. :arteest:
That was actually part of the problem, but it still looks like the final gather is much too strong in the darker areas... hmm...

Bitter
05-31-2012, 02:49 PM
The limit for the light and globally is 3 for shadow depth. You will see it in the FG phase at that point.

Have you reported to AD? This is a Maya issue I believe.

We tend to render with a depth of 3 anyway since it looks best without being very expensive (keep an eye on your low samples and high sample limit.)

royterr
05-31-2012, 06:36 PM
tweaking shadow ray limit doesn't change a thing with portal lights, just tested it.

Bitter
05-31-2012, 06:56 PM
Correct, it affects area lights (AD implemented the area lights to match Maya conventions to preserve workflows probably.)

The portal light shaders casts into FG and Reflection/refraction normally.