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Global switches System Camera Environment Image sampler (Antialiasing) DMC sampler Color mapping FB channels ‘Output Indirect illumination (GI) Inradiance map Brute force GI Causties Default displacement RTEngine Global switches: Geometry [Materials Displacement [4 Reflection/refraction wv Force back face culling CD aioe ee = oan a || Mex transplevels = Hidden lights rc Transp cutoff Jo.oo1 =) Default lights cr Maps ¥ Shadows iM Filter maps P| Show GI only CI Filter maps for GI | Indirect Illumination Ghssy effects ¥ Don't render final image 7) | Override materials b Misc. ‘Override color x Low thread priority Mw _ as Batch render cr cae ane F Progress window w ae Use cached assets v Secondary ray bias 10.001 -=]) Abort on missing asset ia (GI (skylight) on ; -Reflection/refraction (background) Refraction o 6 Bfio S 2) om mane samnler (Antialiasina) Type [Default > Height [a00 4] Auto-fit ia curve fio 4 Physical camera On w Override focallength $= [0.0 =] Fonumber [ao =] Specfy fim width [36.0 =] Fim speed(so) [100.0 =) Type [StilCamere >] Distortion foo =] Shutter speed [a0 =] Zoom factor fro 3] Shutter angle 180.0 = Lens shift foo = Shutter offset Joc SJ Vignetting r Latency | Exposure ¥ White balance Depth of field on r Basic Params Override focal dst — ~ [250.0 =] Bokeh effects Bladeson fs =] Rotation foo 3 Center bias fo 3 Anisotropy foc 3 Motion blur On Cc Duration (frames) 10 =] Prepass samples Ea Interval center [oS SJ ceometry samples E Sa M area x Size amaye sane ru wanes wy DMC sampler Adaptive amount oss 4 Min samples Noise threshold [o.01 =] Global subdivs muit uo 24 Cole noe type [Rerhard =] Sub-pixel mapping r Mulisier | Affect background B Burn value Jos 2 Don't affect colors (adaptation only) r Gamma jar a Linear workflow: vw Input gamma jaz 3 Correct LDR textures: fa Clamp output r ‘Correct RGB colors r ‘Clamp level 1.0 =] VER rhannels ‘Output Output size. Override viewport width [800 =] __ 640xaa0 1024x768 1600x1200 Height [600 =] __ s0ox6o0 1280x960 204801535 Image aspect ratio [1.33335] _L | Puelaspectratio [10 4 | Get view aspect Render Qantas Save output [| Render to VRImage mi ‘Output file = vB mode [Preview 7 Save alpha separate A na ti} Animation on [7 Indude Frame Number oO Frame rate [NTSC EZ FPS 3.0 = Indirect illumination (GI) ¥ Jemee Pe a = _ Saturation 10 = Ea Cc Contrast base os ‘mount o8 = Gus: foo Subdivs 8 =| Save maps per frame ml Radius 00 a Multiplier 10-2] [irradiance map (Secondary bounces Multiplier 1.0 [Brute force Irradiance map. (Basic parameters. Min rate 3. = Or thresh a4 Max rate 2 : Nem Thresh o3 = HSph. subdivs 50 = Dist thresh for 3 Interp. samples fo =] Interp. frames 2 = a z On T | Show calc phase w Scale [Screen Z]|| show direct light vi Radius 60.0 = Show samples Ol Subdivs mult os Use camera path r (Advanced options: Interpolation type |Least squares fi_~ Multipass w sample lockup [Density-based( 7] Randomize samples vi Calcpassinterp samples [15 2] Check sample visbiity r| Mode. Mode {Single frame > File el On render end Don't delete w Auto save ml Auto save file Ea] Current map O samples swe | eset | Oa Max photons 60 =] Multiplier 10 =| Max density: oo =4 Search dist 5.0 aj pode Mode [New map EZ Fie, | pm render ed Don't delete i Auto save dq Autosaverle[

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