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AVEVA™ XR Studio

Projected Shadows Maps

  • Last UpdatedAug 22, 2023
  • 2 minute read

The technique described here is used for Projected Shadows Maps.

How to activate them

  • Activate them in configuration file with the shadows.enable parameter.

  • Assign flags to objects that cast or receive shadows.

Note: Projected Shadows and Cascaded Shadows cannot be simultaneously active.

Notes on some (not all) parameters of the cfg (dof_hdr_b.cfg), section $ shadows.

Parameter

Comments

backFaceRemoval

  • Tries to fix the defect of the back face projection.

casterRangeLimit

  • Limits the shadow in the surroundings of the caster position.

  • By default, this value is zero.

  • However, it can be activated, for example, to prevent a small man placed on a scaffolding cast a shadow both on the scaffolding and on the floor ten meters below; in this case it is sufficient to set this value to the maximum distance that may have a shaded pixel with respect to the position of the man.

  • This option also blurs the shadow based on the pixel distance from the caster's position.

  • In practice, it is as if the shadow went only on the pixels included in a sphere of ray casterRangeLimit positioned from the caster position.

  • If there are more caster at the same shadow texture at the same time, the position of the first found is used.

poisson_blur

  • When activated, this structure produces a soft shadow.

  • The scale parameter is used to scale the soft part of the shadows.

textureExpirationTime

  • Serves to release the textures of shadows that have not been used for n seconds.

  • This can be useful if in some frames there are peaks of shadows while in the subsequent ones there are no more peaks; releasing them avoids keeping memory allocated for nothing.

  • On the other hand, it is not advisable to allocate and deallocate memory often, so this parameter must be well calibrated.

  • Putting 0 the shadow textures are never deallocated.

textureRefreshMultiplier

  • Used to scale the refresh time of the shadow textures.

  • This value changes the refresh value of each light, so it is possible to speed up or slow it down globally based on PC performance.

  • For example, if the lights are set to 20 frames per second but we see that it is too much, putting this value at 0.5 we would have a refresh of 10 frames per second.

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