Please ensure Javascript is enabled for purposes of website accessibility
Powered by Zoomin Software. For more details please contactZoomin

AVEVA™ XR Studio

Shadow structure (Legacy)

  • Last UpdatedApr 02, 2025
  • 2 minute read

The ShadowParams structure contains the parameters relative to the shadows functionalities.

Code example

This is a code example for Shadow structure.

$ShadowParams

{

bOneShadowPerObject = false

bNoDistanceTest = false

iRefreshFrameRate = 10

bExcludeMeshes = false

bExcludeHumans = false

bRefreshOnHumans = false

fAttenuation = 1

}

Parameters

bOneShadowPerObject

  • When True, every object (Mesh, Human) that falls within the Light frustum generates a unique Shadow Map.

  • When False, the Light generates a single Shadow Map for all the objects.

  • Default: False.

  • Range: True or False.

Note: Omni Lights behavior differs. When True, 1 Shadow Map per object; when False, 6 Shadow Maps total.

bNoDistanceTest

  • When True, the application of the shadow on the final pixel does not account for the Lights' attenuation value. The Light appears to casts an infinite, long shadow.

  • This parameter is not used when calculating the visibility of the objects. Meshes outside the Light's frustum are not rendered.

  • Default: False.

  • Range: True or False.

Note: This parameter is not used in FGI.

iRefreshFrameRate

  • Specifies how many time per second the Shadow Map is generated

    • refreshFrameRate= -1 à generated every frame.

    • refreshFrameRate= 0 à generated only once.

    • refreshFrameRate= n à generated n times per second. For example: 5 à means five times each second.

    • refreshFrameRate= -10 à generated every frame (textureRefreshMultiplier is not considered)

  • Default: -1.

  • Range: [-inf..inf]

bExcludeMeshes

  • When True, mesh objects are not rendered inside the Shadow Map.

  • Default: False.

  • Range: True or False.

bExcludeHumans

  • When True, human objects are not rendered inside the Shadow Map.

  • Default: False.

  • Range: True or False.

bRefreshOnHumans

  • When True, the Shadow Map is regenerated if any Human object intersects the Light boundings.

  • It works only when the Shadow Map refresh rate is 0, otherwise the Shadow Map is updated at the specified frame rate specified.

  • Default: False.

  • Range: True or False.

fAttenuation

  • Specifies how much the shadow mimics the Light attenuation algorithm.

  • 0 à no attenuation (hard shadow)

  • 1 à full attenuation (soft shadow)

  • Default: 0.5

  • Range: [0..1]

Note: This parameter is not used in DofHdrB.

In This Topic
TitleResults for “How to create a CRG?”Also Available in