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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Question re: Light Map Size


Acadia ( ) posted Wed, 27 May 2009 at 1:42 PM · edited Fri, 22 November 2024 at 12:32 PM

Can someone please explain the "Map Size" inside the light properties?

I'm fiddling with some pre-made lights and I notice that some of the Map Sizes are 256 while others are 1024.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



geep ( ) posted Wed, 27 May 2009 at 1:59 PM · edited Wed, 27 May 2009 at 2:04 PM

Attached Link: excerpt from "This Tutorial" compliments of Dr Geep Studios

file_431718.gif

*(click image to view full size)* *(click the link above the image to view the complete tutorial)*

A picture is worth ............................ what you pay for it, no? 😄

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



markschum ( ) posted Wed, 27 May 2009 at 2:02 PM

If its the shadow map value it controls the resolution of the shadow. Things like Nostil glow can be inadequate shadow resolution. You can reduce the value if you zoom in the shadowcam  to cover only the scene area seen by the camera .

Great pics Dr Geep.


Acadia ( ) posted Wed, 27 May 2009 at 2:03 PM

Thanks! That makes perfect sense!   So now I know that for the particular image that I'm working on, I can decrease the map of that shadow down to 256 because it doesn't matter if there are jaggies. Any shadow from that light will be in a darker area and mostly off screen!

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



geep ( ) posted Wed, 27 May 2009 at 2:05 PM

Thank you Mark. 😄

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



IsaoShi ( ) posted Wed, 27 May 2009 at 2:44 PM · edited Wed, 27 May 2009 at 2:44 PM

In case it's not obvious to everyone reading this, I just thought I'd mention that map size is only relevant if you are using Depth Map shadows.
:O)

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


raven ( ) posted Wed, 27 May 2009 at 5:26 PM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2767631&page=3#message_3425286

This is a diagram of various size shadow maps I did in a recent thread here too if it helps.



Acadia ( ) posted Thu, 28 May 2009 at 12:25 AM

Thanks! I'm adding this thread and the one to Raven's post, to the Lighting Bookmarks Thread.

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Nance ( ) posted Thu, 28 May 2009 at 2:27 AM · edited Thu, 28 May 2009 at 2:35 AM

Don't overlook the light's ShadowCam's effect on all this.

Bear in mind that simply zooming-in a light's ShadowCam will have the same effect as increasing the ShadowMap Size, - i.e. increasing the shadow's resolution, - without increasing the render time required when using the larger ShadowMap size.

...consequently zooming the ShadowCam in, while reducing the ShadowMap size, can speed up the renders while retaining the same shadow sharpness.  The ShadowCam's field of view generally ends up generating shadows in areas not actually in your rendering camera's field of view.    (zooming in alone doesn't reduce the render time, just the smaller ShadowMap size)


ice-boy ( ) posted Thu, 28 May 2009 at 4:34 AM

acadia after working so many years with poser you didnt know what the shadow map does? 


Acadia ( ) posted Thu, 28 May 2009 at 12:21 PM

Quote - acadia after working so many years with poser you didnt know what the shadow map does? 

Not until now I didn't :) I never explored that aspect of lighting before.  

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Nance ( ) posted Thu, 28 May 2009 at 6:36 PM

Lots & lots of interesting nooks & crannies now-a-days.   Wez all still be a learnin!


ice-boy ( ) posted Fri, 29 May 2009 at 5:30 AM

Quote - > Quote - acadia after working so many years with poser you didnt know what the shadow map does? 

Not until now I didn't :) I never explored that aspect of lighting before.  

you know i just dont belive this. that you rendred 100 of renders and never changed the shadows.

i dont to belive this :) 


NanetteTredoux ( ) posted Sun, 31 May 2009 at 4:25 AM

Thank you for asking this question Acadia, I am wrestling with the lighting myself and was wondering about this very thing.

Poser 11 Pro, Windows 10

Auxiliary Apps: Blender 2.79, Vue Complete 2016, Genetica 4 Pro, Gliftex 11 Pro, CorelDraw Suite X6, Comic Life 2, Project Dogwaffle Howler 8, Stitch Witch


RobynsVeil ( ) posted Sun, 31 May 2009 at 6:05 AM

Quote - In case it's not obvious to everyone reading this, I just thought I'd mention that map size is only relevant if you are using Depth Map shadows.
:O)

Oh! I only use ray-traced shadows anymore. Jeez, I really don't understand this whole lighting thing, no matter how much I read. I followed that whole tutorial of BagginsBill on getting rid of nostril-glow and he was using depth-mapped shadows, and it was such a long time ago (old thread) and later on in the thread come to find out he rarely uses depth-mapped shadows anymore, only ray-traced. So, all those shadow-cam exercises were for naught. Now, you're saying I can use 256 map size for my renders and it won't matter? What about the detail in the image itself (not the shadow, but the rest)?
Plus, raytraced shadows would be clearer (higher detail, lessening jaggies) with a higher map size, wouldn't they? Or am I missing something?

Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2

Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand] 

Metaphor of Chooks


IsaoShi ( ) posted Sun, 31 May 2009 at 6:55 AM

RV: raytraced shadows do not use maps at all. The shadows are generated by following each raytrace out from the camera through the imaginary render pixel plane, and calculating the light received at each point that the ray 'hits', plus any additional effects from recursive raytrace bounces due to refraction, reflection, fresnel, or gather. Plus AO of course.

So for example, if a raytrace points to a surface which is partially lit by one or more lights and partially in shadow, the raytrace will hit the object, and 'look' in the direction of each light to see how much illumination it is receiving from it. If there is something in the way, it receives no (or less) light, and if there is nothing in the way it receives more light, and it calculates the appearance of the rendered pixel using that information.

As you know, depth map shadows are calculated for each light before the actual render begins, and stored in memory as a data map showing how much each light illuminates each point (within the field of view that is covered by its associated shadowcam). This makes the render itself quicker, and also these memorised shadow maps can be re-used for subsequent renders, making things quicker still.

"If I were a shadow, I know I wouldn't like to be half of what I should be."
Mr Otsuka, the old black tomcat in Kafka on the Shore (Haruki Murakami)


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