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
RTEngineGlobal 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 SaM 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 | OaMax 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[