# MayaMan Tutorial: Soft Ray Traced Shadows With PRMan

Open the 'soft_rt_shadow_samples.ma' file from the examples bundle. It contains 4 lights, two of which are chunks of geometry, all of which are turned off. Turn on one at a time and render to see how each configuration performs.

All examples are configured to use the same number of sample rays and to produce the about the same size blur.

## Soft Shadows From A Regular Light

This example works for both PRMan and Air. Ensure that the 'pointLight1' light is the only visible light and render. Adjust the softness by changing the 'Blur' parameter in the 'Ray Traced Shadow Attributes' section of the MayaManLightAtts node that is attached to the light. Adjust the quality by manipulating the 'Shadow Rays' setting that is in the 'Raytrace Shadow Attributes' section of the maya light.

Note, the LightRadius parameter on the maya light is ignored.

## Soft Shadows From A Maya Area Light

This example also works for both PRMan and Air. Ensure that the 'areaLight1' light is the only visible light and render. Adjust the softness by scaling the light. Adjust the quality by manipulating the 'Shadow Rays' setting that is in the 'Raytrace Shadow Attributes' section of the maya light.

## Soft Shadows From Geometric Lights

These examples are only for Air. Ensure that either the 'geoLight' or 'nurbsGeoLight' is the only visible light and render. Adjust the softness by changing the size/shape of the light geo. Adjust the quality by manipulating the 'Shadow Rays' setting that is in the 'Raytrace Shadow Attributes' section of the helper maya light that is nested under the geometry.

The helper light is a regular maya light that controls most of the properties that govern how the geometry behaves as an area light. In particular the intensity/color/decay rate/shadow rays are all significant. After creating the light, add a MayaManAttributes node to the model that is to create light, then in it's AreaLighting section, provide the name of the transform node that holds the helper light. Note, the Area Light Samples value specified in this dialog is obsolete and the number of samples is actually set on the helper light via the Shadow Rays attribute.

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