9.5.2

Table Of Contents
324 CHAPTER 7
OBJECTS MENU LIGHTING 325
Memory Requirement (overview)
Hard shadows and area shadows need memory-intensive raytracing
calculations.
As more objects are added to a reection/refraction dependent scene, extra
memory will be required.
A soft-shadowed visible light needs a shadow map of at least (Resolution X *
Resolution Y / 250) KB.
Omni lights require six times as much memory for their shadow maps.
When used with transparent textures (light maps), up to 20 times more
memory may be needed.
Render Time (overview)
Soft shadows are calculated far more quickly than hard shadows, hard
shadows being much faster to calculate than area shadows.
Making a light visible in a rendered scene adds a negligible amount to
its render time. Using a volumetric light increases render time, sometimes
substantially, according to the Sample Distance.
Noise adds to render time, with hard and soft turbulence requiring more
calculations than basic noise, while wavy turbulence roughly doubles rendering
time over that of basic noise.
Using a high sample radius will increase the render time of soft shadows.
Tube lights and area lights also add to render time, although not to the same
extent as the processor-intensive volumetric light.
Types of light
This section describes the types of light available on the General page.
Omni Spot (round/square). Spot (round/square).