max_shadow_level
 
 
 

Syntax:

max_shadow_level = <scalar> ;

Option:

None

Range:

-1 to infinity.

Default:

10

Purpose:

This limits the number of shadow rays that may be created.

Comments:

RayTracing is a recursive process. Each ray creates bundles of shadow rays (one for each shadow casting light). The user can control whether or not these rays are created on a global basis. The global limit is provided so that users may produce a quick image to check the lay-out and/or texturing of the scene with out having to do a major edit of the SDL file. The global limit will only take effect if it is LESS than the limit for the relevant shader, otherwise the shader’s limit will be respected. The parameter is therefore only useful for reducing image quality, not increasing it.

Shadow rays are defined to have the same level as the incident ray. Setting max_shadow_level = 0, for example, will only trace shadow rays from primary ray intersections (which by definition are level 0 rays).

Example:

max_shadow_level = 0;