TM TIPS

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Samples-

his setting determines how marry times an individual pixel is 'looked at' before .hyperShot de1cides how to f[nally' shade that pixe .. , For example a se'tfing of ~32J means hy'perShot will 'calculate each pixel ~n the image 32 times, before it shades it. 'The higher the number, the more accurate. For most cases m.e default sample setti,ng is eneuqh 'fur a. ftigh quality render.

Ray Bounces ,_ Refers to how many times a ray of light is calculated as it is reflected or refracted, Think Of'MO mirrors facing' eaehother. In real li'fe they reflect each other infin'itel'y' until they' are too small tOI see~ Now, place those two mirrors ~n hyperShot and set ray' bounces to NJ'Ct They will each reflect eachother once. If 'you set ,[BY' bounces to 3 you will see them reflected again. Most models are goad' with a setfing ot B bounces anld 1 B bounces 'for models withl complicated reflections, and refractions.

Anti Aliasing -

,SInce! all computer image,s, are made up' tiny square pixels, edqes of objects can! look, stairstepped or,jagg'y'~ A.ntia.lia.sing smooths them out by s,hadling 'pixels nextto the edqes of' objects a snghtly Hg'hter color than the object itself, For example if y'ou have an orange box ~n front of a white backqround, anti alias.ing would sbade the pixels rigihtn.ext 'tOI fhe box i!:!Il I'ighter shade of o range '. than the b ox ·1't~e··lf' They

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'would 'g,9;'t ~ighter until 'hey completely reached the 'white' backqround, This creates a smooth blend insteac 'of a hard edqe, For most cases, a set.' iing of 1 provides enouqh smoothinq for a nice I,ook'~ng render. Even though you can set it a J the 'way' to B~ a settinq of 2 or:3 would be considered highl land would be enouqh even tor high qualilty production

~

Ilma.ges,.

Shadow Quality - This setting controls the quality of your glroul'ld shadow. Again, the detsult settin.g is usually enouqh for a g.oodl render, a hilg,hl set.tifll.g would be between 2, and 4 and wculd bel more than enough for h.igh qual.ity render,

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Global Iliuminatiolo ,-

o . ~. • _ • ,

This setting will determine the quarity of the shadows that are cast over 3D geome!try. The, defa'ul't setting is g'Dod for most renders. A, setting of 2-3 is enough for hr,g'h quality' production renders.

Pixel

Fi Iter Size -

Th"' dd I"' ht bl t· th ~ 'h~ h h l

... ' ..... I' ,.', I", '.,.,...'., .. ,. .'" ', ... ' .... " '" ..1 . '"I .

,IS a . s a s ,19 tmurto e imaqe w, nc can, e p your

model blend into the environment better i'f the e,dg1es are too sharp.

High Quality

Texture Filter - This setting keeps your textures crisp when viewing them at graz1nlg angles. Im'agihe you are eye level with a wood grain table instde hlyperSh1ot, and 'you 'wanted to see :aU the detail ~nl the grain. C,hecki'ng tbis opton keeps he 'wood grain texture cnsp.

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Rea Time Tips:

I rnprovinq Performance:

Image Tab

WI'len workinq inside of hypersho: there are several \Nays that you can improve your performance', If you expe-rience slow or jumpy camera movements, managing these settings vv'ill' help you work taster:

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D LI o

-Turn down LRay Bounces and ·Stladow Quatity~ under the iSetti!lgS' tab.

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1:1

10 ~

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-Turn off 'detailed shadows' and 'detailed indirect illumination' under the 'Settings' tab.

-Turn off 'G-round Shad,ows~ and 'GTound Reflections' under the· 'Environment' tab.

I '1~ I
11 I
0
~
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[:J
.... -Turn down the 'Resolution' under the 'Imaqe' tab.

R'eaf Tirl1e Detailed In (1 i reet I [I urn i n arion:

Wtlen you have a 'g:~ass surface lover another surface, Cliil<e a watc.h face) it may appear dark in the real-time view unless you turn on 'Detailed lndirect Hlu,mil1ation~ under the .LS·ettings~ tab. This setting also allows light from one object to scatter to another object. This setting is always, active when you 'Render' an lmaqe, but this. option allows you tiD disable it . in the real-time view.

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Adjust These Settings J 0

--....,

Improve Performance

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Shadow Tip:

Getting The Shadow You Want Every lime

Aojustinq the ·Ganlma~ setting under the

: Eflvironnle·nf and 'lmaqe: ta bs is a very' powerful \,Nay to get tile exact shadow you are rooking for. It is a very sensitve value so it should be adjusted in small increments, Typically, the values shoulc range· fran) 0.8 - 2~2, Anyttl~ng beyond that will I ikely produce undeslreable results. Dropping your gamma to a [ower number \vilJ add contrast whereas a higher number takes away contrast.

Enivronment Gamma: 1. Imaae Gamma: 1

ID _

If you decrease the gamma under 'Envtronmertt' tab you wiH qive your model a sharper, more deftneo shadow. You also g·et increased contrast on

your model which can be too much. To offset this, you can Increase your gamma under the .Limage~

tab.

Enivronment Gamma: 1 Ima,ge Gamma: 1

TI1e imaqes to the right 9'0 throuqh the process. of makinq a soft shadow a sharply defineo one.

Enivronment Gamma: 1

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.~. .. . . . ~.~ a

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To make this soft shadow sharper set . e 19amm'a under the 'Environrne t' tab to a lower

lumber~

The shadow is now sharper, but the mode itser has too much

co' itrast, Set the Igamma~ under the 'irnaqe' ab 0 a higher number which wH bring the eontrast back to a less extreme level.

Usin,g the 'Irnaqe and 'Environment' tab J'Gamma1 setting wi'll help' you

ga. the shadow you wan every timel

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TM TIP

Figure 1: 8 samples

Figum 2: 64 samples

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TM lP.

Figure 1: Scale set to a value of 1.

Figure 2: Scale increased to a value of 5.

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Rendering Tip 3:

Transparent or Ref ectlve Objects Appear Dark

Often the cause of this is there are not enouoh 'Ray Bounces' (ray bounces

are· explained on page 1

of this PDF). Be careful not to set more bounces than what is needed for what you are rendering.

To determine how many bounces you need for a model 9'0 to the 'settinqs' tab and increase the number of bounces. You will see· your model: update in the real-time wi.ndow.

As y·ou increase, tbe number, you will g·et to a point where your model doesn't look a.ny different frorr the· previous settinq. Then you know you have enouqh ray bounces, but .not too rnanyl

"Remember: manaqinq ray bounces efficiently is. importar.tl l:t you set more than are needed for a particular model, you are addinq render time without

.

any gain.

"For most objects you should not need to set more than 8 ray bounces. Most complicated objects like diamonds and head light enclosures are good with 1~ 6 bounces.

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Figure 1: 3 Ray bounces

Figure 3: 8 Ra¥ bou~ces

Figure 2: 5 Ray bounces

Figure 4: 16 Ray bou~ces

Fi,gure 5:: 32 Ray bounces

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