WTShadow objects should not be thought of as the shadow themselves, but rather as a projector. In the scene above our WTShadow object is represented by a corona floating above and behind the actor and is set to always look at the actor. The actor is set to cast shadows and the floor is set to receive shadows from the WTShadow object. The render time of shadows is directly affected by the shadow's size whether filtering is turned on or not. A lower resolution image should be used if filtering is on, if filtering is off, higher resolution images can be used without much hit to the render time. Multiple objects can receive the same shadow and multiple objects can cast shadows from the same WTShadow object, they will however use the same image for their projected shadow which will result in less defined shadows. Each caster object has color attributes that can be set to change the color of the shadow projected from the caster.
Care should be taken when setting receivers as well. You may see problems if your caster is standing inside a box with the normals inverted (a WTStudio cut brush for example.) While the WTShadow object will project its shadows in front of the caster as you'd expect, it projects backwards as well which will result in the caster shadow appearing upside down on the wall behind the caster.
WT::createShadow, WTShadow::addCaster, WTShadow::addReceiver, WTShadow::removeCaster, WTShadow::removeReciever, WTShadow::setFiltering, WTShadow::setCasterColor