Shadows / 3ds Max

Here are described the settings and best practices to setup beautiful real-time shadows in Verge3D for 3ds Max.

Contents

Shadow Filtering Types

Shadows in Verge3D look very differently depending on what shadow map filtering algorithm is in use. The Shadow Filtering property located on the Verge3D Export Settings panel is used to specify the algorithm.

Basic

Disable filtering, render shadow map as is. This is the fastest method to render shadows.

Bilinear

Use bilinear filtering to smooth adjacent shadow map pixels.

PCF

Stands for Percentage Closer Filtering. Uses multiple shadow map lookups for smoothed shadow rendering. Average quality and performance.

PCF (Bilinear)

Similar to PCF but uses bilinear interpolation for each shadow map lookup. Gives smoothed shadows at the expense of more computation power.

PCF (Poisson Disk)

Uses pseudorandom Poisson Disk Sampling to eliminate shadow pixelation for PCF shadows. This was made the default setting because it corresponds the most to what you see in the 3D editor viewport. The performance is comparable to PCF (Bilinear) algorithm or better.

ESM

Stands for Exponential Shadow Maps. Shadows are smoothest but light leaks are possible. Use ESM Bias setting on lights to remove light leaks artefacts. The performance is comparable to PCF (Bilinear) algorithm.

Per-Light Settings

Shadows can be enabled/disabled for each individual light using 3ds Max's native panels. Supported shadow settings are highlighted with green.


The checkbox On must be enabled and Shadow Map must be selected in the dropdown for shadows to appear in Verge3D.

Falloff/Field defines the shadow volume (the less the better).

Bias can be tweaked until you get rid of self-shadow artifacts and/or the peter-panning effect.

Size controls how big is the shadow texture (trading between speed and quality).

Sample Range controls the blurriness ratio for shadows.

Absolute Map Bias enables Bias to be calculated independently on the scene size.

Per-Object Settings

You can also enable and disable receiving and casting shadow on ber-object basis.

You may check out the following video explaining how to setup shadows in 3ds Max.

See also Autodesk's official documentation for more information and best practices.

Got Questions?

Feel free to ask on the forums!