By default, the edges of the Raytraced shadows that a light creates are sharp. The user can manipulate the Light Radius values of the light to control the softness of the Raytraced shadows, and is dependent upon the scene size (here we use .5). Shadow Rays control the graininess of the edges of a softer shadow. Increasing the number of Shadow Rays also increases rendering times, so set it to the lowest value that produces acceptable results. The slider only goes up to 40, but any number can be typed in (for the included images we use 15). Ray Depth Limit specifies the maximum number of times a light ray can be reflected and/or refracted and still cause an object to cast a shadow (for the included images we use 1). To alter these values, select the shadow casting light in your scene and open the Attribute Editor of that light. All of the aforementioned values are listed under Shadows and within Ray Trace Shadow Attributes. Mental Ray an advanced plug-in renderer that allows interactive and batch Mental Ray rendering from within the Maya user interface. Enabling the Mental Ray Plug-in: 1. Click Window >Settings/Preferences > Plug-in Manager in the Main Menu 2. Check on the loaded and auto-load button adjacent to the heading Mayatomr.mll. Mental Ray Rendering Presets. Global Illumination, Initializing Global Illumination: Create a spotlight or Directional Light and aim it at the object in the scene so that the scene has a good amount of light coverage. Final Gather works much the same way as Global Illumination in that emissions bounce around the scene calculating shade and shadow and also colors from materials blend into one another. Final Gather differs in that it does not emit Photons from a light source.
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