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Two Biasing sliders in the Shadows group of Spotlight parameters work by adding a small depth offset to move the shadow away from the surface it is shadowing, eliminating the Z-fighting. When too little bias is added, the objects can self shadow themselves. When too much is added, the shadow can become separated from the surface.


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The Multiplicative and Additive Bias sliders, and the Non-Transmissive Materials checkbox, all in the Spotlight Inspector controls


The goal is to adjust the Multiplicative Bias slider until the majority of the Z-fighting is resolved, and then adjust the Additive Bias slider to eliminate the rest. The softer the shadow, the higher the bias will probably have to be. You may even need to animate the bias to get a proper result for some particularly troublesome frames.

Force All Materials Non-Transmissive

How light passes through a semi-transparent material plays an important role in determining the appearance of the shadow an object casts. Normally, this transmittance behavior is defined in each object’s Materials tab. However, selecting Force All Materials Non-Transmissive in the Spotlight Inspector overrides this, causing the shadow map produced by the node to ignore transmittance entirely.


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Materials and Textures

To render a 3D scene, the renderer must take into account the shape of the object as well as its appearance. The geometry of an object defines the shape of the object, while the material applied to the object defines its appearance. Fusion provides a range of options for applying materials and textures to geometry, so you can give your 3D objects the surface qualities you want.

Nodes that describe the geometry’s response to light are called illumination models. Blinn, Cook- Torrance, Ward, and Phong are the included illumination models. These nodes are found in the 3D > Material category of nodes in the Effects Library.

Most materials also accept textures, which are typically 2D images. Textures are used to refine the look of an object further, by adding photorealistic details, transparency, or special effects. More complex textures like bump maps, 3D textures, and reflection maps are also available in the 3D > Texture category.

Materials can also be combined to produce elaborate and highly detailed composite materials.

Each node that creates or loads geometry into a 3D scene also assigns a default material. The default material is the Blinn illumination model, but you can override this material using one of several nodes that output a 3D material. Some of these materials provide a greater degree of control over how the geometry reacts to light, providing inputs for diffuse and specular texture maps, bump mapping, and environmental maps, which mimic reflection and refraction.

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Material ComponentsAlpha DetailIllumination ModelsTexturesReflections and RefractionsBump Maps