Shadow Maps
- Last UpdatedAug 22, 2023
- 1 minute read
Shadow Maps are useful in scenes that contain many lights that cast shadows.
Each Light generates one or more Shadow Maps.
There are two parameter types:
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Light properties: Names begin with light.shadow\paramName.
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Global parameters: Names begin with shadowMaps\paramName (specified by the FGI panel, for example).

Activating Shadow Maps
Shadow Maps are activated when:
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The global parameter shadowMaps\enable is On.
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At least one Light has the light.shadow\castShadows flag On.
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There are shadow casting Lights inside the current Camera view range.
Generating Shadow Maps
Shadow Maps are generated by rendering the meshes using the light as the rendering viewpoint.
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Meshes must be inside the Light's frustum to be rendered.
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After all the Shadow Maps are generated, another rendering pass applies shadows to the Scene pixels.
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The rendering pipeline determines how the Shadow Maps are applied.
Refresh and Expiration
Omni Lights
Omni Lights cannot have a real frustum, so they are approximated by rendering six Shadow Maps.
Note: that one Omni Light that casts shadows can be almost as heavy as six standard lights.