Professional Documents
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Rendering
StudioTools 9.5
Rendering.book Page 2 Monday, January 17, 2000 3:55 PM
Studio Documentation Team: Mona Albano, Pat Anderson, Matt Chaput, Stephen Gaebel,
Karen Hoogsteen, Adam Kozyniak, Joanne MacPhail, Margot Meijer.
Microsoft and Windows NT are registered trademarks of Microsoft Corporation in the United States and/
or other countries. Solaris is a trademark of Sun Microsytems Inc. All other product names mentioned are
trademarks or registered trademarks of their respective holders.
This document contains proprietary and confidential information of Alias|Wavefront, Inc. and is protected
by international copyright law. The contents of this document may not be disclosed to third parties,
translated, copied, or duplicated in any form, in whole or in part, without the express written permission of
Alias|Wavefront, Inc.
The information contained in this document is subject to change without notice. Neither Alias|Wavefront,
Inc. nor its employees shall be responsible for incidental or consequential damages resulting from the use of
this material or liable for technical or editorial omissions made herein.
StudioTools Manuals The following manuals are available both in print and online.
The online help includes a searchable index of all manuals.
● What’s New: new and improved features in this version.
● Installation: installing and licensing Studio.
● Studio Fundamentals: understanding Studio, setting it up,
starting and stopping it, learning your way around the
software, and customizing and using the Studio interface.
● Basic Tools
◆ Part 1 — Interface: getting online help, customizing
the interface, opening and saving files, and using the
window layouts to improve your workflow.
◆ Part 2 — General Tools: using the basic Studio tools to
create and manipulate models. Picking, deleting,
editing, and transforming objects; using cameras; and
doing standard system operations.
● Learning Studio: learning how to use the Studio design
and animation software through tutorials.
● Release Notes: detailed software notes about this release
of the Studio software. (The printed version is the more
recent.)
● Sketching: creating conceptual design sketches and
surface or cloud data annotations within Studio.
(Sketching tools are available only in Studio for Windows
NT.)
● NURBS Modeling: creating and modifying NURBS curves
and surfaces, as well as construction and evaluation tools.
● Polygonal Modeling: creating and modifying polygons
and polysets.
● Rendering: defining the look of your scene, creating
special effects, defining how the scene will render, and
creating final rendered images and animations.
● Animating: creating animations, building skeletons,
bringing creatures to life using inverse kinematics,
generating particles and special effects, and animating by
using time warps.
● Data Transfer for CAD and Solid Imaging: exchanging 3D
model data between Studio and CAD packages.
Rendering.book Page 4 Monday, January 17, 2000 3:55 PM
Introduction 1
Rendering Workflow 2
M u l t i - l ister Multi-lister 9
Multi-lister Overview 10
Editing an Environment,
Shader, Texture, or Light 21
Multi-lister Menus 24
Control Window 35
Control Window Overview 36
Color Editor 45
Color Editor Overview 46
Creating a 3D Environment 59
Environment Parameters 60
Shader Parameters 81
Particles 317
Particle Overview 318
Warps 345
Warps Overview 346
Rendering 449
Render Overview 450
F i l t e rs Filters 493
Filters Overview 494
Troubleshooting 531
Troubleshooting Overview 532
Introduction
1
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Rendering Workflow
To render a scene:
See Environment on page 57, 1 Define the appearance of the surroundings for your scene
and Textures on page 101. using the environment and textures.
See Shaders on page 77, and Define the surface appearance of objects in your scene
Textures on page 101. using shaders and textures.
See Lights on page 249. Illuminate the objects in your scene using lights.
See Multi-lister on page 9, You should become familiar with the Multi-lister, the Control
Control Window on page 35, Window, and the Color Editor. These are the tools you use to
and Color Editor on page 45. create and edit the environment, shaders, textures, and
lights. You can also use these tools to help you:
See Particles on page 317. ◆ create effects like smoke, fire, explosions, water, rain,
snow, sweat, grass, or hair using particles
See Cameras on page 357. 2 Set up the camera to render a particular view of your scene.
See Preview Rendering on 3 Preview render your scene to help you visualize how it
page 395. will look in the final render.
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Rendering Workflow
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See Rendering Parameters on 4 Define how individual objects and the overall scene will
page 415. render using rendering parameters.
See Distributed Rendering on If you have a network of computers, you can render
page 467. different parts of an animation on several computers at the
same time using distributed rendering.
See Filters on page 493. 6 After you have rendered a scene, you may want to alter
the rendered image, or convert it to another format, using
filters.
See Optimization on Rendering can take a long time. There are, however, several
page 521. ways you can optimize your scene to minimize rendering
times. It is a good idea to read the Optimization section of this
book before you begin the rendering process, even before you
begin modeling your scene.
See Troubleshooting on You may also encounter problems during rendering. The
page 531. rendered image may contain flaws, or the scene may not
render at all. If you encounter problems, read the
Troubleshooting section of this book for solutions to common
problems.
3
Rendering Workflow
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Summary of the Render Most rendering options are available from the Render menu.
Menu Use the following table to access information on its choices.
Summary of Other
Rendering Controls For more
Control
information...
4
Summary of the Rendering Interface
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For more
Control
information...
5
Summary of the Rendering Interface
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6
Summary of the Rendering Interface
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Mu lti-lister
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Multi-lister
9
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Title Bar
Swatch
Menu
Buttons
Title Bar The title bar indicates the type of swatches listed in the Multi-
lister. It also lets you control the display of swatches in the
Multi-lister (text, small swatches, large swatches), and lets you
close, track, and minimize/maximize the Multi-lister window.
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Multi-lister Overview
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Swatches
On the left side of the swatch There are four different types of swatches used in the Multi-
display area is a scroll bar, lister: environment, shader, texture, and light.
which you can use to scroll
through the list of swatches
if they cannot all be
displayed in the Multi-lister
at the same time.
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Multi-lister Overview
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swatch image
swatch frame
The type of swatch image, and the way you use the swatch, is
different for different swatch types. All swatches, however,
share the following features.
You can select a swatch by clicking on it. You can select several
swatches by Shift-clicking on them. By double-clicking a
swatch, you open the Control Window. You can then edit any
parameter for that particular environment, shader, texture, or
light. See Control Window on page 35.
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Multi-lister Overview
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Shader Swatches
See Shaders on page 77. A shader swatch uses a sphere to represent the appearance of
a surface. By Alt-clicking on different parts of the sphere, you
can open the Color Editor and edit the shader’s Color, Specular,
or Incandescence settings. By click-dragging on the sphere’s
highlight, you can interactively edit the shader’s Shinyness or
Eccentricity value.
See Positioning Surface A surface texture swatch has two texture mapping symbols in
Textures on page 145. its bottom right corner. By clicking on one of these symbols
you activate either 2D mapping or 3D mapping.
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Multi-lister Overview
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The File texture appears black with a small question mark (?)
icon until you specify its Image. If the Multi-lister cannot find a
File texture’s image file, the File texture appears with both large
and small question mark icons.
See Texture Placement Objects An environment or solid texture has a texture placement
on page 105. symbol in its bottom right corner. By clicking on this symbol
you can display the texture’s Texture Placement Object in the
modeling windows.
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Multi-lister Overview
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Light Swatches
See Lights on page 249. A light swatch represents a light as viewed from 10 units away
with a 20 degree field of view. By Alt-clicking the swatch you
can open the Color Editor and edit the light’s Color parameter.
A light swatch has a light type symbol in its top left corner. If
the light has a force component, the light swatch will also have
a force type symbol. If the light is linked to a surface, the light
swatch will also have an L symbol. If a light’s link to a surface
is exclusive, the light swatch will also have an E symbol.
Menus
See Multi-lister Menus on The Multi-lister menus contain tools to create, edit, manage, and
page 24. display shaders, textures, lights, and the environment. To
display a menu, click and hold the mouse on a menu button at
the bottom of the Multi-Lister window. The default active menu
item is displayed below each button.
menu
buttons
active
menu
button
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Multi-lister Overview
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See Changing the Multi-lister After you open the Multi-lister, you can change the type of
Display on page 17. swatches listed.
If there are no shaders or lights in memory, the Multi-lister
lists two swatches: the environment and the default
shader.
You can position the Multi-lister window anywhere on the
screen, resize it or stow it, like any other StudioTools
window.
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Opening the Multi-lister
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You can change the type, size, or style of swatches listed in the
Multi-lister. For example, if you have many shaders, texture, and
lights, you may want to only display lights, or to display small
swatches, or low resolution swatches, to speed up the Multi-
lister display.
See List Menu on page 29. ● From the List menu in the Multi-lister, select one of the
following: All, Shaders, Lights, Forces, Glows, Picked, Linked
Lights, Non-excl Lights, Warps, or Particles.
large swatches
small swatches
text
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Changing the Multi-lister Display
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18
Selecting an Environment, Shader, Texture, or Light
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Selecting an Environment, Shader, Texture, or Light
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Shader#1 and Light#1 are By default, shaders and lights are named sequentially as you
not used explicitly as names; create them: DefaultShader, Shader, Shader#2, and so on, and
the first shader or light with Light, Light#2, and so on. To avoid confusion, however, you
a given name is implicitly
numbered 1. should name all your shaders and lights as you create them. If
you let the system assign default names and later combine two
or more files, all shaders and lights will be renumbered to
avoid duplicate names. It may then become difficult to
distinguish shaders and lights by name.
See New Shader on page 26. ● In the Multi-lister, select Edit > New Shader. A new shader
swatch appears in the Multi-lister. The new shader has the
same properties as the DefaultShader.
See New Light on page 26. ● In the Multi-lister, select Edit > New Light. A new point light
swatch appears in the Multi-lister and in the modeling
windows at 0,0,0.
See Copy on page 26. 2 In the Multi-lister, select Edit > Copy. A new shader or light
swatch appears in the Multi-lister. The new shader/light has
the same properties as the original shader/light.
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Creating a Shader or Light
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Editing an Environment,
Shader, Texture, or Light
See Active on page 31. 2 In the Multi-lister, select Delete > Active.
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Editing an Environment, Shader, Texture, or Light
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See Save as, Save on page 25. 2 From the File menu in the Multi-lister, select either Save or
Save as.
◆ If you select Save, the shader, texture, light, or
environment will be saved under its current name.
If you specify a different file ◆ If you select Save as, you can specify a different file
name, the environment/ name to save the shader, texture, light, or environment
shader/texture/light name will under.
still be saved within the file.
When you load the shader,
texture, light, or
environment back into Note You can create a new default shader by editing the
StudioTools, it will then have default shader and then saving it with the name
its original name (providing DefaultShader in the default shader directory. If you
the name is not already in edit the default shader, but don’t save it, the edited
use). shader will be used as the default shader for the
remainder of your session only.
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Saving and Loading an Environment, Shader, Texture, or Light
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See File Menu on page 24. 1 From the File menu in the Multi-lister, select either Shader
Browse, Texture Browse, Light Browse, or Environment Browse
to open the File Requestor.
The shader, texture, light, or 2 Use the File Requestor to select the shader, texture, light, or
environment will have its environment you want to load, and click either Load
original name (providing the Shader, Load Texture, Load Light, or Load Environment.
name is not already in use),
no matter what the file name
is.
Note There is always only one environment loaded in a
scene. If you load another environment, it will replace
the original environment.
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Saving and Loading an Environment, Shader, Texture, or Light
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Multi-lister Menus
menu
buttons
active
menu
button
File Menu
Shader Browse
Opens the File Requestor and lets you retrieve any shader
that was previously saved using File > Save in the Multi-
lister. The default directory is the directory that you last
used to save.
Texture Browse
Opens the File Requestor and lets you retrieve any texture
that was previously saved using File > Save in the Multi-
lister, into the active Multi-lister swatch (environment,
shader, texture, or light).
The retrieved texture is automatically assigned to the Color
parameter (if the active Multi-lister swatch is an
environment, shader, or light) or to the Rgbmult parameter
(if the active Multi-lister swatch is a texture). Only one Multi-
lister swatch can be active when using Texture Browse.
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Multi-lister Menus
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Light Browse
Opens the File Requestor and lets you retrieve any light
(including glows, forces, and warps) that was previously
saved using File > Save in the Multi-lister. The default
directory is the directory that you last used to save.
Environment Browse
Opens the File Requestor and lets you retrieve any
environment that was previously saved using File > Save
in the Multi-lister. If you retrieve an environment, it will
automatically replace your current environment. The
default directory is the directory that you last used to save.
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Multi-lister Menus
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Edit Menu
New Shader
Creates a new shader that is identical to the default
shader. To create a new shader based on a shader other
than the default shader, use Edit > Copy. To change the
default shader for all future sessions, save a shader in the
default shader directory with the name DefaultShader.
If you edit the default shader in the Multi-lister, but don’t
save it, the changes will only last for that session.
New Light
Creates a new point light (based on the last point light you
created) located at (0,0,0). To set options for the new light,
change the values in the Point Light Options box and save
them before selecting New Light. To create a new force or
warp, select Edit > New Light and edit the light’s parameters
accordingly. To create a new light based on an existing
light, use Edit > Copy.
Copy
Creates a copy of the currently active shader or light. Note
the following when using Copy:
◆ If a texture is active when you select Copy, the shader
or light that the texture is assigned to will be copied.
◆ You cannot copy the environment.
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Multi-lister Menus
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Multi-lister Menus
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◆ You can only use Convert Solid Tex for spline type
surfaces. You cannot use Convert Solid Tex for polysets
or faces.
◆ Any image files created are referenced on the Per
Object Images list of the new file texture. Each surface
gets its own image file for every solid texture
converted. The file textures created have no default
Image file, only per object files, therefore the shader
swatch does not display the file texture.
◆ To display the texture on the shader swatch, copy any
image file name from the Per Object Images list to the
default Image field (click in the Object list to highlight
the image file name, then click in the default Image
field with the middle mouse button to paste).
Use Convert Solid Tex in the following situations:
◆ You are animating several objects that all use the same
shader. Because solid shaders can have only one
texture node, the objects would appear to flow
through the solid material, changing appearance as
they move.
◆ You are using Blend Surfaces with a solid texture
assigned, and as the objects change shape, their
textures change as the surfaces move through the
solid.
◆ You have a digitized head with a cylindrical scan
image of the face. By converting a cylindrical
projection map you can animate the face and have the
skin texture behave properly.
◆ Generally, file textures are faster to render than solid
textures. Speed is gained, however, at the cost of
memory usage since file textures use more memory,
especially if they are large and numerous.
◆ You can use several solid textures, like 3D paint
brushes on a surface, by using the Overlay mapping
technique (in the Effects section of the shader’s Control
Window) and turning Uwrap and Vwrap OFF for the
textures (in the Label Mapping section of the shader’s
Control Window). When the desired effect is achieved,
you can use Convert Solid Tex to both bind the texture
to the surface and optimize render performance.
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Multi-lister Menus
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Undo
Cancels all changes made to the active environment,
shader, texture, or light since the environment/shader/
texture/light became active. This includes all changes
made to any textures assigned to the active environment/
shader/texture/light.
List Menu
The menu item you use to open the Multi-lister determines the
type of swatches initially displayed in the Multi-lister (see
Opening the Multi-lister on page 16). The List menu lets you
change the type of swatches that are displayed in the Multi-
lister. The Multi-lister title bar indicates the type of swatches
currently displayed in the Multi-lister.
All
Displays the environment and all shaders, textures, lights,
forces, and glows currently in memory.
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Multi-lister Menus
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Shaders
Displays the environment and all shaders currently in
memory, including textures that are assigned to the
environment or to any shader.
Picked
Displays all lights in your scene that are picked (active),
and all shaders currently in memory that are assigned to
active objects, including textures that are assigned to any
of these lights or shaders. Selecting List > Picked displays
lights with or without a Light component.
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Multi-lister Menus
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Delete Menu
Active
Deletes all selected shaders, textures, and lights, including
textures that are assigned to them. To select multiple
shaders, textures, and lights, click one shader/texture/
light, then hold the Shift key and click on any other
shaders/textures/lights.
All
Deletes all shaders, textures, and lights.
Lights
Deletes all lights, including textures that are assigned to
lights. Selecting Delete > Lights deletes lights with or
without a Light component.
Shaders
Deletes all shaders, including textures that are assigned to
shaders.
Unused Shaders
Deletes all shaders not currently assigned to objects in
your scene, including textures that are assigned to any of
these shaders.
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Multi-lister Menus
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Shading Menu
Assign Shader
Assigns the active shader to all active objects (surfaces or
polygons) in your scene.
If a shader is already assigned to an active object when
you select Assign Shader, the active shader replaces it. If
you assign a shader to the wrong object, or overwrite an
existing shader assignment, you must re-assign the
original shader to the object.
You can assign shaders to individual polygons in a
polyset, up to a maximum of 64 different shaders on a
single polyset.
Layer Shaders
Layers the active shader onto all active objects in your
scene, on top of any shaders previously assigned or
layered. The Transparency setting of a shader layered on
top of another shader determines the visibility of shaders
beneath it.
Note the following when using Layer Shaders:
◆ You can achieve an effect similar to layered shaders by
mapping a Stencil texture to a shader parameter (for
example, Color). See Stencil Texture on page 189. The
main advantage of using layered shaders is that each
shader can have a different Shading Model and
different Shading Parameters. For example, you can use
layered shaders to simulate rust or dirt (low
reflectivity) on metal (high reflectivity).
◆ Typically, the first shader you assign to an object
represents its material properties. You can then layer
additional shaders on top of it to create various effects.
For example, you could layer a shader having a fractal
color map, bump map, and transparency map onto a
smooth, shiny shader to simulate rust or dirt on metal.
Similarly, you could layer a shader having a fractal
incandescence map, bump map, and transparency
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Multi-lister Menus
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List Objects
Displays a window that lists all objects to which the active
shader is assigned, or all objects to which the active light is
linked.
The Objects window lists lights with or without a Light
component. If you select a different shader or light while
the Objects window is still open, the window updates
automatically. Active objects appear highlighted in the
Objects window. Polysets that contain lighting information
in their vertices appear with a c (colored) next to their
name. Polysets that do not contain lighting information
appear with an nc (not colored). See Storing Polygon Color
Information on page 101 of the Polygonal Modeling book.
Pick Objects
Automatically selects all objects to which the active shader
is assigned, or all objects to which the active light is linked
(including the light itself).
Although you can select Shading > Pick Objects with
multiple shaders or lights selected, only the first shader or
light that you select is used to pick objects.
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Multi-lister Menus
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Link Lights
Links active surfaces to the active light. See Linking a Light
on page 255. Selecting Shading > Link Lights links lights
with or without a Light component.
Unlink Lights
Removes the link between the active light and the active
surfaces. Selecting Shading > Unlink Lights unlinks lights
with or without a Light component.
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Multi-lister Menus
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Control Window
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The Control Window is The Control Window is the interface you use to edit shaders,
sometimes referred to as the textures, lights, and the environment. You can also use the
Environment Editor, Shader Control Window to access the Color Editor.
Editor, Texture Editor, or
Light Editor.
The Control Window contains a list of parameters for the
selected swatch in the Multi-lister, and allows you to edit these
parameter values or settings interactively. There are four
different types of Control Window: environment, shader, texture,
and light.
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Control Window Overview
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Title Bar The title bar indicates the name of the active environment,
shader, texture, or light in the Multi-lister. It also contains
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Control Window Overview
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scroll through
Multi-lister swatches
keyframe button
environment, shader,
texture, or light name
Name Fields
Click to turn
on/off the effect
of the texture
Click the field to
enter a new name
Click to select the texture’s parent
environment, shader, texture, or light
File name fields let you specify a path and file name by
clicking in the field and typing a file name. File name fields
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Control Window Overview
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also have a Browse button on the right side of the field. You can
click the Browse button to select a file using the File Requestor.
Toggle Fields
Menu Fields
Numeric Fields
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Control Window Overview
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Color fields let you specify the color value by using the slider,
specify the color by clicking the color field and opening the
Color Editor, or map a texture to the parameter by clicking the
Map button. If you map a texture to a color field, a red arrow
button will appear to the right of the Map button. By clicking
this red arrow you can open the Control Window for that texture.
Parameter Groups Parameters are organized in groups in the Control Window. You
can display or hide a parameter group by clicking on the
group name.
Click to hide
parameter
group
Click to
display
parameter
group
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Control Window Overview
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2 Hold the Shift key and click the shader swatch for the
shader you want to copy parameter settings to (for
example, Shader#2).
3 In the Control Window, hold the Shift key and click on the
names of the parameters you want to copy (for example,
Color and Transparency). The parameter names become
highlighted.
See Copy Parameters on 4 Select Edit > Copy Parameters in the Multi-lister. The
page 27. parameter settings are copied (from Shader to Shader#2).
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Copying Parameter Settings
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Copying Parameter Settings
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4 Click the Key button in the title bar of the Control Window. A
white diamond (animation icon) appears in the Control
Window beside the parameter name, and in the Multi-lister
swatch. These icons indicate that a parameter is animated.
animation icons
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Animating Parameter Settings
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animation icon
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Animating Parameter Settings
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Color Editor
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The Color Editor lets you edit or select a color using several
methods: RGB and HSV range fields, color palette, color
blending palette, or by grabbing a color from the screen.
Title bar
Range Fields
Undo/Grab buttons
Color Palette
Title Bar The title bar indicates the active environment, shader, texture,
or light name, and the name of the parameter that you are
editing.
parameter name
environment, shader, texture, or light name
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Color Editor Overview
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Range Fields The range fields let you edit the current color by entering RGB
or HSV values, using either sliders or numeric fields.
Range button
Numeric fields
Sliders
The RGB (Red, Green, Blue) range fields use the standard
additive color specification of electronic media. By default,
each field has a range of 0 to 255. You can change the range to
0 to 1 (or back to 0 to 255) by clicking the Range button. If all
fields are set to 0, the color will be black.
If all fields are set to the maximum (255 or 1), the color will be
white. You can enter values greater than the range maximum
(255 or 1) in the numeric field (for example, to create special
effects).
The HSV (Hue, Saturation, Value) range fields use the more
intuitive tint (Hue), shade (Saturation), and tone (Value or
grey scale) color specification. The Hue field has a range from
0 to 359. The Saturation and Value fields have a range from 0
to 1. You can enter values greater than the range maximums in
the numeric field.
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Color Editor Overview
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Color Blending Palette The color blending palette represents a blend of four colors
(the colors in the four corner squares of the palette). You can
use the color blending palette to select a color by clicking
anywhere within the palette. If you click-drag within the
palette, the current color will update interactively.
You can change the corner colors of the palette by setting the
current color (for example, using the range fields), and then
clicking a corner square of the color blending palette.
Current Color Palette The current color palette displays the current color. If you edit
the color (for example, using the range fields), the current
color palette updates interactively.
Undo
Returns the active parameter (in the Control Window) to the
color it had when you first opened the Color Editor (or if the
Color Editor was already open, when you first selected the
environment, shader, texture, or light, or first selected the
parameter).
Grab
Lets you grab any color from the screen and use it to
customize the color palette. This is particularly useful if
you are trying to match a color from an image file. The
Grab button is designed to work with any RGB window.
Other display types may not return the correct color.
Color Palette The color palette lets you select a color from a customizable
collection of colors. The Drop and Pick buttons toggle between
the two modes: adding a color to the color palette (Drop), and
selecting a color from the color palette (Pick). The default mode
is Pick.
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Drop
Lets you add the current color to the color palette. Click
Drop (unless it is already selected), set the current color
(for example, using the range fields), then click in any
square of the color palette to place the color in it. Changes
you make to the color palette are only maintained during
the current working session.
Pick
Lets you select a color from the color palette. Click Pick
(unless it is already selected), then click on a square in the
color palette to select that color.
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You can open the Color Editor either from the Control Window, or
from the Multi-lister.
Once the Color Editor is open, you can select any swatch in the
Multi-lister and/or any parameter’s color field in the Control
Window, and the Color Editor will automatically update.
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You can set the current color by selecting a color from the color
palettes, editing the current color using the range fields, or by
grabbing a color from anywhere on the screen.
You cannot use this method to grab a color from a Show Pix or
wrl image (that is, a pix file that you are viewing using either
File > Show > Pix or the UNIX command wrl) because the
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image’s window will close when you click on it. Use the
following method, instead.
3 Move the medicine dropper over the part of the Show Pix/
wrl image you want to grab a color from, and release the
mouse button.
The grabbed color becomes the current color.
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You can customize the color palette and the color blending
palette to make it easy to select certain colors.
2 Set the current color (for example, using the range fields).
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Environment
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Environment Overview
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Creating a 3D Environment
To create a 3D environment:
1 Double-click the environment swatch in the Multi-lister to
open the Control Window.
See Control Window on 2 In the Control Window, click the Map button (to the right of
page 35. the Color parameter) to open the Texture Procedures
window.
See Environment Textures on 4 Click the button of the environment texture you want to
page 115. use.
An environment texture swatch appears in the Multi-lister,
the environment texture is displayed on the environment
swatch, and the Control Window updates to display the
environment texture parameters.
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Environment Parameters
Background
Color
The color of the background. The default setting is black.
The Pix File Backdrop parameters let you specify an image file,
or a series of image files, to use as a background.
Backdrop
The name of the image file to be used as a 2D backdrop.
Sequence
Appends the frame number to the backdrop file name. Set
Sequence ON if you want to use a series of pix files (that is,
an animation) as a 2D backdrop.
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Fog
Fog Type
The type of fog present in the environment.
Fog Color
The color of the environmental fog. Change Fog Color to
simulate smog (brown fog), or to create the illusion of
great distance (blue fog). The default setting is white.
Fog Depth
Determines the distance you can see through
environmental fog. (The color Value controls fog density
in the direction of the camera’s view.) Fog Depth is the
distance away that a surface must be before it has half of
its light scattered by the fog. Fog density also depends on
the scale of your scene. Small scenes require a higher Fog
Depth value than large scenes to have the same effect.
The slider range is 0 (nothing visible) to 1 (most objects
visible). The default color Value is 0.039.
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Amult
A scaling factor applied to the Fog Depth value when Fog
Type is LAYERED. The slider range is 0 to 1. The default
value is 1.
Aoffset
An offset factor applied to the Fog Depth value when Fog
Type is LAYERED. The slider range is 0 to 1. The default
value is 0.
AltitudeMin
The lower boundary for environmental fog. The slider
range is -10 to 10. The default value is 0.
AltitudeMax
The upper boundary for environmental fog. The slider
range is -10 to 10. The default value is 1.
Column
The column in a Density Map file used to calculate the
vertical density of the fog. The valid/slider range is 0 (left
side of the Density Map file) to 1 (right side of the Density
Map file). The default value is 0.5.
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Density Map
The image file or texture that determines the vertical
density of the fog. The Column value determines which
column of the Density Map file is used to calculate the
vertical density of the fog. The default Density Map is a
smooth ramp.
ShaderGlow
Glow Type
The type of glow a shader produces when its Glow Intensity
value is non-zero. The default setting is LINEAR.
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OFF No glow
LINEAR Glow slowly diminishes from the
surface
SPECTRAL Lower wavelengths (red) refract (or
spread) more than the higher
frequencies (blue)
RIM_HALO Forms a circular ring with a soft central
glow. The size of the ring is determined
by the halo Spread value.
Halo Type
The type of halo a shader produces when its Glow Intensity
value is non-zero. The default setting is LINEAR.
OFF No halo
LiNEAR Halo slowly diminishes from the
surface
SPECTRAL Lower wavelengths (red) refract (or
spread) more than the higher
frequencies (blue)
RIM HALO Forms a circular ring with a soft central
glow. The size of the ring is determined
by the halo Spread.
Auto Exposure
Evaluates glows in the rendered scene, and based on the
maximum intensity found, automatically adjusts the
intensity of shader glows. The default setting is ON.
Although Auto Exposure is very useful, you should not use
it during an animation. This is because each frame could
have a very different intensity adjustment, resulting in
glow flicker between frames. See Glows on page 544 for
information on eliminating glow flicker.
Quality
Controls the resolution of the glow. The slider range is 0 to
5. The default value is 0.5.
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Threshold
The minimum brightness at which surfaces will glow. For
example, if the Threshold value is 0.5, only surface regions
with a rendered intensity over 127 (255*0.5) will glow. The
slider range is 0 to 1. The default value is 0.
Glow
Glow Color
The color of shader glows. The default color Value is 0.392.
Intensity
The brightness of shader glows. The Intensity value acts as
a scaling factor applied to Glow Color. As value increases,
so does the apparent size of the shader glow effect. A
negative value subtracts from other glows. The slider
range is 0 to 10. The default value is 1.
Spread
Controls the size of the shader glow effect. Negative
values can have odd but useful effects. For example, a
Spread of -6 and a 2D Noise of 1 produces an image of a
fiery bubble. The slider range is 0 to 1. The default value is
0.05.
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Eccentricity
Determines how focused the glow effect is. The slider
range is 0 (concentrated glow, fast decay) to 1 (ball-like
glow). The default value is 0.1.
The degree to which a glow effect can be focused is
limited. For very low values of Eccentricity (0.01), increase
the Quality value. Generally, it is better to use a glow with a
low Spread value and a halo with a high Spread value.
Radial Noise
Randomizes the spread of shader glows to simulate
starburst effects and eyelashes refracting light. The slider
range is 0 to 4. The default value is 0.
Negative values of Radial Noise will create a thicker noise.
Use the Noise Freq. parameter (under Radial Effects) to
adjust the smoothness of this effect.
Star Level
Simulates camera star filter effects. The slider range is 0 to
4. The default value is 0.
The Star Level parameter is often effective when combined
with a high value of Radial Noise. Use the Star Points
parameter to set the number of points on the star. Use the
Rotation parameter to rotate the star.
Opacity
Allows a shader glow to obscure objects. (Opacity can be
thought of as the opposite of transparency.) The slider
range is 0 to 1. The default value is 0.
Halo
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Halo Color
The color of shader halos. The default color value is 0.392.
Intensity
The brightness of shader halos. The Intensity value acts as a
scaling factor applied to Halo Color. The slider range is 0 to
10. The default value is 1.
Spread
Controls the size of the shader halo effect. The Spread
value also controls the size of the glow if Glow Type is
RIM_HALO. Halo size is generally larger than glow size
when the halo Spread and glow Spread values are the
same. The slider range is 0 to 1. The default value is 0.3.
Lens Flare
Simulates a bright light source illuminating the surfaces of
several camera lenses. The intensity of the flare is
determined by the halo Intensity value. The size of the
circles created is relative to the field of view of the camera.
The slider range is 0 to 1. The default value is 0.
Radial Effects
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Rotation
Rotates glow and halo noise and star effects about the
location of the surface. The slider range is 0 to 180
(degrees). The default value is 0.
The Rotation value affects the following ShaderGlow Glow
and Halo parameters: Star Level and Radial Noise.
Star Points
The number of points on glow and halo star filter effects.
A Star Points value of 1 produces a comet-like effect. The
slider range is 0 to 10. The default value is 4.
Non-integer values could produce a seam or hard line at
the top of a star effect when rendered.
Photo Effects
Film Grain
The level of graininess of the rendered image to simulate
the appearance of film stock. The slider range is 0 (no
grain) to 1. The default value is 0.
Filter
The color or texture applied to the rendered image to
simulate a camera lens filter. The default setting is white
(no filter).
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Intensity
A scaling factor applied to the Intensity value of all lights in
the scene. For example, a value of 2 will double the
brightness of all lights in the scene. The slider range is 0 to
10. The default value is 1.
Light Color
A scaling factor applied to the Color of all lights in the
scene. The default setting is white.
Dynamics Globals
See Dynamics on page 313. The Dynamics Globals parameters define environmental
properties which affect dynamic simulations. Typically a
simulation takes place on the surface of a planet, in some kind
of atmosphere, and possibly inside a building or room.
Gravity
The force of gravity on the surface of the planet (relative to
the force of gravity on earth) where a dynamic simulation
takes place. For example, on the earth’s surface, the Gravity
value is 1. On the moon’s surface, the Gravity value is 0.18.
The Gravity value affects the rate at which objects and
particles fall. The slider range is 0 to 10. The default value
is 1.
Air Density
The density of the atmosphere of the planet (relative to the
density of water) where a dynamic simulation takes place.
For example, under water, the Air Density value is 1. In
earth’s atmosphere, the Air Density value is 0.001 to 0.05.
The Air Density value affects the buoyancy and air drag of
objects and particles. The slider range is 0 to 1. The default
value is 0.05.
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Collision Walls
See Dynamics on page 313. The Collision Walls parameters define the properties of an
enclosed space (for example, a room) in which a dynamic
simulation takes place. The Floor, Left, Front, Ceiling, Right and
Back values define the boundaries of an enclosed space. Each
parameter has a toggle and a numeric field. If the parameter is
toggled off, the numeric field has no effect.
Floor,Ceiling
The point on the up-down axis (the Z axis for Z-up scenes,
or the Y axis for Y-up scenes) where the floor and ceiling
are located. The default for Floor is ON and 0. The default
for Ceiling is OFF and 20.
Left,Right
The point on the left-right axis (the X axis for Z-up or Y-up
scenes) where the left and right walls are located. The
default for Left is OFF and -10. The default for Right is OFF
and 10.
Front,Back
The point on the front-back axis (the Y axis for Z-up
scenes, or the X axis for Y-up scenes) where the front and
back walls are located. The default for Front is OFF and -10.
The default for Back is OFF and 10.
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Elasticity
Controls how much speed an object loses when it collides
with and bounces off a collision wall. The slider range is 0
(all speed is lost) to 1 (no speed is lost). The default value
is 0.707.
Approximate Elasticity values for some common materials
are: hard metals, ceramics, rubbers, or plastics (0.7 to 1),
soft metals, soil, or flesh (0.2 to 0.5), any liquid (0). Use
these values as a starting point, and adjust them to refine
the behaviour of objects in the dynamic simulation.
Turbulence (noise)
Intensity
The strength of the turbulence. The slider range is 0 (no
turbulence) to 1. The default value is 0.
Spread
Scales the turbulence in space so that a given amount of
turbulence covers a smaller or larger volume. The slider
range is 0 to 1. The default value is 0.5.
Persistence
Scales the turbulence in time so that it changes faster or
more slowly. The slider range is 0 to 10. The default value
is 5.
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Animated
Makes the turbulence either static (OFF) or animated (ON).
Static turbulence does not change over time; eddies are
always in the same place. A stream of particles moving
through static turbulence always follows the same path.
Animated turbulence changes over time. Particles moving
through animated turbulence follow different paths. The
default setting is ON.
Turbulence Table
Space Resolution
Defines how large the turbulence table is in X, Y, Z. The
turbulence pattern then repeats seamlessly within the
environment. The valid settings are 1, 2, 4, 8, and 16. The
default setting is 16.
Time Resolution
Defines the resolution in time for animated turbulence.
The Time Resolution value is the number of 3D tables that
are created. The valid settings are 1, 2, 4, 8, 16, and 32. The
default setting is 16.
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Roughness
Determines how smooth or rough the turbulence is. The
slider range is 0 to 1. The default value is 0.5.
Variability
Determines how smoothly or roughly the turbulence
changes over time. The slider range is 0 to 1. The default
value is 0.5.
Granularity
Determines how fine-grained the turbulence is. The slider
range is 0 to 1. The default value is 0.
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Sh a d ing S u rfaces
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Shaders
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Shader Overview
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See Assign Shader on page 32. 3 Select Shading > Assign Shader in the Multi-lister.
See Assign Shader on page 32. 3 Select Shading > Assign Shader in the Multi-lister.
See Layer Shaders on page 32. 5 Select Shading > Layer Shaders in the Multi-lister.
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See Reflection on page 83. Normally the renderer only calculates reflections during
raytracing. However, you can map a texture directly to a
BLINN or PHONG shader’s Reflection parameter to simulate
reflections during raycasting or raytracing. For example, you
can use an environment texture as a reflection map to simulate
environmental reflections. Another use of reflection maps is to
produce identical reflections on several surfaces. Although
you can use any texture as a reflection map, environment
textures give the best results.
See Render Overview on By default, reflection mapping only works during raycasting.
page 450. To use reflection maps during raytracing, you must set the
shader’s Use Refl. Map parameter ON (page 96).
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Shader Parameters
Shading Model
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Shading Parameters
Lambert Shading
Parameters
Phong Shading
Parameters
Blinn Shading
Parameters
Diffuse
The ability of the surface to reflect light in all directions.
The Diffuse value acts like a scaling factor applied to the
0 0.5 0.8 1 Color setting: the higher the Diffuse value, the closer the
actual surface color will be to the Color setting. The valid
range is 0 to ∞. The slider range is 0 (no light is reflected in
all directions) to 1. The default color Value is 0.8.
Specular
The color of shiny highlights on the surface. A black
Specular produces no surface highlights. The default color
Default White Blue Black Value is 0.5.
Tip For glossy plastic surfaces, use a whitish Specular color. For
metallic surfaces, use a Specular color similar to the surface
color.
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Shinyness
Controls the size of shiny highlights on the surface. This
parameter is only available when Shading Model is PHONG.
2 5 20 100 The valid range is 2 to ∞. The slider range is 2 (broad
highlight, not very shiny surface) to 100 (small highlight,
very shiny surface). The default value is 20.
Reflectivity
The ability of the surface to reflect its surroundings (the
environment, other surfaces), or the Reflection map, if any.
0 0.25 0.5 1 Reflectivity values for common surface materials are: car
paint (0.4), glass (0.7), mirror (1), chrome (1). To help
visualize the effect of Reflectivity in the shader swatch,
temporarily assign a Reflection map to the shader.
The valid range is 0 to ∞. The slider range is 0 (no
reflections) to 1 (clear reflections). The default value is 0.5.
Reflection
Maps a texture onto the surface to simulate reflections. By
default, reflection mapping only works during raycasting.
To use reflection maps during raytracing, set the shader’s
Use Refl. Map parameter ON (page 96).
See Render Overview on Refl. Backgnd has a different effect during raycasting and
page 450. raytracing. During raycasting, the surface reflects the
environment texture assigned to the environment. During
raytracing, the surface reflects only the environment texture
assigned to the environment. Any surrounding objects
that would normally be reflected by the surface during
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Tip Use a Spec. Rolloff value of 0.7 to simulate a wet surface (for
example, wet paint).
Eccentricity
Controls the size of shiny highlights on the surface. This
parameter is only available when Shading Model is BLINN.
0 0.1 0.3 0.5 The valid range is 0 (no highlight) to 0.999 (broad
highlight, not very shiny surface). A value of 0.1 produces
a small highlight (very shiny surface). The default value is
0.3.
Common Shader
Parameters
Color
The color of the surface. The Color setting also defines the
line color used during hidden line rendering (see Hidden
Line Rendering on page 450). The default shader color is
RGB (0,150,255).
Incandescence
The color and brightness of light that a surface appears to
be emitting. (Incandescent objects do not illuminate other
0 0.1 0.5 1 objects.) For example, to simulate lava, use a bright red
Incandescence. The default color Value is 0 (black).
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Transparency
The color and level of transparency of a surface. For
example, if the Transparency Value is 0 (black), the surface
0 0.1 0.5 1 is totally opaque; if the Transparency value is 1 (white), the
surface is totally transparent. To make an object
transparent, set the Transparency color to a shade of grey
or to the same color as the shader Color. The default value
is 0 (black).
If you change Transparency from the default black (0), the
background of the shader’s Multi-lister swatch will become
a checkered pattern. This is a visual aid and will not be
rendered in your scene.
Special Effects
Bump
Makes the surface appear rough or bumpy by altering
surface normals (during rendering) according to the
intensity of the pixels in the bump map texture.
A bump map does not actually alter the surface. A
silhouette of the surface will appear smooth.
A two-dimensional bump map does not significantly
increase rendering time.
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Displacement
Makes the surface rough or bumpy by altering the
tessellated triangle vertices during rendering, according to
the intensity of the pixels in the displacement map texture.
Displacement mapping is similar to bump mapping,
except that the surface is actually altered. (A silhouette of
the surface will appear bumpy.) Displacement mapping,
however, requires more rendering time than bump
mapping.
Be careful when positioning surfaces with displacement
maps near other surfaces. Because the actual displacement
takes place during rendering, parts of the surfaces may
intersect.
You can convert a displacement mapped surface to a
polyset, and the polygons will be displaced according to
the map. This is useful for positioning surfaces or camera
paths before rendering. See Converting a Warped Surface
into a Polygonal Surface on page 352.
Shading Map
Applies a color map to the surface after it is rendered. The
U value of the Shading Map texture is mapped to the
surface’s hue, and the V value is mapped to the surface’s
intensity (the value defined by [R+G+B]/3). A shading
map changes the shader’s color, specular color, and
eccentricity, effectively creating a new type of shading
model.
A Shading Map is useful for creating non-photorealistic
effects (for example, cartoon shading) or for highlighting
threshold values (for example, using a ramp texture).
0.3
200 H
V 0.3 V 0.9
H 200 H 200
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Translucence
The surface’s ability to transmit and diffuse light. Light
falling on a translucent surface is first absorbed beneath the
0 0.1 0.5 1 surface, and then diffused in all directions. The slider
range is 0 to 1. The default value is 0.
The Translucence value of a surface lit by a non-shadow-
casting light is effectively zero or infinite (all non-zero
values).
If your scene combines a translucent surface with a
shadow casting spotlight, faint grid-like artifacts may
become visible. If this happens, increase the spotlight
shadow Edge quality or lower the shadow Resolution.
For high values of Translucence, lower Diffuse accordingly
to avoid washout.
A surface’s actual translucence is based on the
illumination it receives from lights, and is not related to its
transparency. However, as an object becomes more
transparent, its translucent (and diffuse) illumination gets
dimmer.
Ambient lights have no effect on translucent (or diffuse)
illumination.
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Opacity Depth
Causes the transparency of an object to diminish with its
thickness. An object is opaque if its thickness is greater
0 0.1 1.5 2 than its Opacity Depth value. The slider range is 0 to 5. The
default value is 0.
When the Opacity Depth value is 0, it has no effect (as
opposed to making an object entirely opaque).
The shader must have some Transparency in order to see
the effect of Opacity Depth. When Opacity Depth is non-zero,
then transparency will control specularity, reflectivity, and
incandescence, which are normally independent of
transparency. This makes it easier to create soft fuzzy
objects. Also, if you want to use a transparency map to
create holes in a surface that has specular highlights, set
Opacity Depth to a high value, instead of creating a
matching specular map.
Transparent objects will cast shadows in the raycaster
even if the Opacity Depth value is non-zero.
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Emit Particles
Causes the surface to emit particles during an animation.
If Emit Particles is ON, the Particle Emission parameters
become available. See Particles on page 317.
If you layer two shaders that both have Emit Particles ON,
particles will only be emitted from the topmost shader. To
emit particles from both shaders, assign only one shader
to the surface and save a particle file during the animation.
Create a dummy object (for example, a point light) and
assign the particle file to it. Then assign the second shader
to the surface and render the animation.
Glow
Hide Source
Causes the surface to become invisible when rendered,
showing only the glow effect. The default setting is OFF.
OFF ON
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If the Environment’s Glow Type and Halo Type are both off
(in the ShaderGlow section of the Control Window), or if the
shader’s Glow Intens value is zero, Hide Source has no effect
(see ShaderGlow on page 63).
Tip Use shader glow and Hide Source to simulate gas effects
(for example, an aurora borealis).
Clearcoat Settings
Clearcoat
Makes the shader resemble the Clearcoat Material if the
shader has any reflections. Clearcoat is on by default.
Clearcoat Material
The material the shader will appear as if the shader has
any reflections and if Clearcoat is on. When you select a
Clearcoat Material, the CC Refractive Index value is
automatically set. The default setting is Sheet Metal.
CC Refractive Index
Controls the appearance of clearcoat reflections. A value
of 1.6 produces reflections similar to glass. A value of 1.8
0 0.5 1 2 produces reflections similar to car paint. This parameter is
only available when Clearcoat Material is set to User Defined.
The slider range is 1 to 5. The default value is 1.8.
2.5 3 4 5
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Brightness
Scales the brightness of clearcoat reflections. The slider
range is 0 to 5. The default value is 1.55.
0 1 2 5
Contrast
Scales the contrast of clearcoat reflections. The slider range
is -1 to 1. The default value is -0.1.
-1 -0.5 0 1
Raytrace Parameters
Refractive Material
The material the shader will appear as if the shader has
any reflections. When you select a Refractive Material, the
Refractive Index value is automatically set. The default
setting is Glass - flint.
Refractive Index
The amount that camera rays bend when passing through
a transparent object. A Refractive Index value of 1 does not
0.01 0.5 1 1.6 bend camera rays at all. Refractive Index values for common
materials are: glass (1.6), air (1), water (1.333), crystal (2),
diamond (2.417). This parameter is only available when
Refractive Material is set to User Defined. The valid range is
0.01 to ∞. The slider range is 0.01 to 3. The default setting
is 1.6.
The shader’s Multi-lister swatch only approximates the
effect of the Refractive Index parameter.
Surfaces should have thickness in order for Refractive Index
to have the expected effect. If a surface does not have
thickness (for example, a plane or face element), set the
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Reflect Limit
The maximum number of times the surface will allow a
camera ray to be reflected. For example, if the Reflect Limit
value is 4, the surface will reflect camera rays that have
previously been reflected (off itself or off other surfaces) 3
times or less; the surface will not reflect camera rays that
have previously been reflected 4 or more times. The valid
range is 0 to ∞. The slider range is 0 to 10. The default
value is 1.
High values for Reflect Limit greatly increase rendering
time. Test render your scene using various settings, and
use the lowest values that give you acceptable results.
Even highly reflective surfaces will rarely need a Reflect
Limit value as high as 10 or more.
Refract Limit
The maximum number of times the surface will allow a
camera ray to be refracted. For example, if the Refract Limit
value is 10, the surface will refract camera rays that have
previously been refracted and/or reflected (off itself or off
other surfaces) 9 times or less; the surface will not refract
camera rays that have previously been refracted and/or
reflected 10 or more times.
The valid range is 0 to ∞. The slider range is 0 to 10. The
default value is 6.
In the following example, a glass sits in front of a mirror.
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eye point
5 4 3 1
2
8 9
7
6
glass: shader must have a
Refraction Limit of at least 9
Tip To simulate realistic looking glass, set the Refract Limit value
to 9 or 10.
Shadow Limit
The maximum number of times the surface can be
reflected and/or refracted and still receive shadows (in the
reflection/refraction).
For example, if the Shadow Limit value is -1, the surface will
not receive any shadows. If the Shadow Limit value is 0, the
surface will receive shadows when viewed directly by the
camera but will not receive any shadows when viewed in
reflections/refractions.
If the Shadow Limit value is 1, the surface will receive
shadows when viewed directly by the camera or when
viewed through a single reflection/refraction, but will not
receive any shadows when viewed through 2 or more
reflections/refractions.
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Raytrace Effects
Surface Width
The simulated thickness (in world space units) of
transparent objects that are made from single surfaces (for
example, a plane or face). The valid range is 0 to ∞. The
slider range is 0 to 1. The default value is 0.
Using Surface Width does not produce the same results as
building a surface with actual thickness. However, the
effect works well when the edges of the surface are not
visible (for example, closed surfaces, or bounded shapes
like a car windshield).
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Fill Color
The color the surface will be filled with during hidden line
rendering, if Use Fill Color is ON. The default color is white.
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Dynamics Properties
See Dynamics on page 313. The Dynamics Properties define material properties which affect
how an object behaves during a dynamic simulation.
Density
The density (kilograms/linear-unit3) of objects to which
the shader is assigned. The Density value determines an
object’s mass if Use Mass/Density is set to DENSITY under
Collision Types in the Run Dynamics window (see Collision
Types in the Animating book), according to the formula
mass = Density x bounding box volume. The slider range
is 0 to 10. The default value is 1.
See Air Density on page 69. The Density value also determines the buoyancy of an
object. An object that is less dense than the environment
medium will rise.
Approximate Density values (in kg/m3) for some common
materials are:iron or steel (7900), aluminum (2700), glass
or porcelain (2500), concrete (2400), ice (920), rubber (1000
to 1500), polyethelene (950), wood (530 to 750), water
(1000), and air (1.29). Use these values as a starting point,
and adjust them to refine the behaviour of objects in the
dynamic simulation.
Elasticity
Controls how much speed an object loses when it collides
with and bounces off of another object. The slider range is
0 (all speed is lost) to 1 (no speed is lost). The default value
is 0.707.
Approximate Elasticity values for some common materials
are: hard metals, ceramics, rubbers, or plastics (0.7 to 1),
soft metals, soil, or flesh (0.2 to 0.5), any liquid (0). Use
these values as a starting point, and adjust them to refine
the behaviour of objects in the dynamic simulation.
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Friction
Controls how much speed an object loses when it rubs
against another object. The Friction parameter is similar to
the real-world coefficient of friction (see Wall Friction on
page 70). The slider range is 0 (frictionless, no speed is
lost) to 1 (all speed is lost). The default value is 0.
Approximate Friction values for some common materials
are: ceramic tile (0.34), aluminum (0.48), smooth cloth
(0.48), paper (0.52), stainless steel (0.57), plastic (0.6 to 0.7),
glass (0.61), wood (0.7 to 1), polystyrene (1). Use these
values as a starting point, and adjust them to refine the
behaviour of objects in the dynamic simulation.
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Textu res
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Textures
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Texture Overview
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Texture Overview
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Texture Procedures Window
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Texture Types
Texturable Values
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Texture Procedures Window
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Texture Placement Objects
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consists of a line between the sun and the origin, allowing you
to easily see the sun’s azimuth and elevation.
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Texture Placement
Object in SBD window
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Toggle Type
Toggles the visibility of all displayed Texture Placement
Objects in All Windows or just in the Current Window (that is,
the active window). The default setting is All Windows.
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Mapping a Texture
See Color Fields and Map 1 In the Control Window, click the Map button beside the
Buttons on page 40. parameter you want to apply a texture to. The Texture
Procedures window appears.
See Texturable Values on If you want to apply the same texture to more than one
page 104. parameter, click on Texturable Values to open its section,
and then Shift-click on the parameters you want to apply a
texture to.
See Reversing Direction and If the texture is inverted when you map it to a surface, use
Normals in the NURBS Object Edit > Reverse Direction to reverse the direction of the
Modeling book. surface’s UV parameterization.
The File, Stencil, Ball, Cube, Sphere, Projection, and Volume
textures are entirely black until you specify an image file
or a series of image files.
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Mapping a Texture
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Texture Parameters
Color Balance
Rgbmult
A scaling factor applied to the parameter that the texture
is mapped to. That is, all colors in the texture are
0 0.1 0.5 1 multiplied by the Rgbmult color. For example, you can
color correct a texture that appears too green by setting the
Rgbmult color to a shade of blue.The default color is white
(no effect).
Rgboffset
An offset factor applied to the parameter that the texture is
mapped to. That is, all colors in the texture have the
0 0.1 0.5 1 Rgboffset color added to them. For example, you can
brighten a texture that appears too dark by setting the
Rgboffset color to a shade of grey. The default color is black
(no effect).
Intensity
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Amult
A scaling factor applied to the parameter that the texture
is mapped to. That is, all values in the texture are
0 0.1 0.5 1 multiplied by the Amult value. The slider range is 0 to 1.
The default value is 1 (no effect).
Aoffset
An offset factor applied to the parameter that the texture is
mapped to. That is, all values in the texture have the
0 0.1 0.5 1 Aoffset value added to them. For example, if the Amult
value is -1 and the Aoffset value is 1, the texture is inverted.
The slider range is 0 to 1. The default value is 0 (no effect).
Blur
Blurmult
A scaling factor that controls the amount of texture blur in
eye space. That is, the further an object is from the camera,
0 0.1 0.5 1 the greater the blur effect.
Increase the Blurmult value (for example, to 1) only to
reduce aliasing effects caused by sharp textures (see
Aliasing on page 537). If you want to actually smooth the
texture, increase the Bluroffset value.
Lower the Blurmult value (for example, to 0.1) if you are
using the texture as a bump or displacement map. If the
Blurmult value is high, the bump/displacement will appear
smoother when the surface is further from the camera.
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Bluroffset
An offset factor that controls the amount of texture blur in
texture space. That is, the amount of blur is the same no
0 0.1 0.5 1 matter where the object is relative to the camera. The
slider range is 0 (no blur) to 1 (completely blurred). The
default value is 0.
Effects
Invert
Reverses all texture colors (for example, black becomes
white, white becomes black). For example, you can change
OFF ON a bump or displacement map’s raised regions to
depressions and vice versa by setting Invert ON or OFF. The
default setting is OFF.
Overlay
Layers another texture on top of the original texture. The
overlay texture completely replaces the original texture in
None Ramp the region of a surface where both textures exist.
For example, you can place multiple image file decals onto
a model using this parameter. You can also overlay
another texture onto the overlaid texture, and another
texture onto that one, and so on.
Color Remap
riginal Color Final
Texture Remap Texture Applies a color map to the texture. The U value of the
Color Remap texture is mapped to the original texture’s
hue, and the V value is mapped to the original texture’s
intensity (the value defined by [R+G+B]/3). The Color
Remap parameter acts similar to the Shading Map
V 0.7
H0 parameter (see Shading Map on page 86).
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Smear Map
Stretches the texture in the U and V directions. The
intensity of the Smear Map texture determines the
magnitude of the stretch, and the hue determines the
direction (angle). For example, you can use Smear Map to
create swirl and dissolve effects using an animated fractal
None Red Green Blue noise texture.
Convert to Pix
Converts any procedural surface texture to an image file
texture. Because procedural textures take longer to render
than image file textures, you would use Convert to Pix to
convert procedural textures to image file textures, and
reduce rendering time. You can also use Convert to Pix to
reduce a texture that has several Overlay textures, into a
single image file texture.
If you click the Convert to Pix button, the following dialog
box appears:
You can edit the Pix Size value (the size of the image file)
and the Pix Filename (the name of the image file), and you
can turn Anti Aliasing ON or OFF.
The Convert to Pix parameter is only available for surface
textures.
Convert to Smear
This parameter is only available for the Projection texture.
See Convert to Smear on page 216.
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Environment Textures
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Environment textures map Although you can map an environment texture to other
to directions. Surface textures parameters, they may not give the results you expect. Do not
and solid textures map to map an environment texture to a shader’s Bump or
positions.
Displacement parameter. An environment texture mapped to
Bump will produce unpredictable results. An environment
texture mapped to Displacement will be ignored.
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Environment Texture Overview
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3D Placement
Texture Node
The name of the texture’s Texture Placement Object. The
Texture Placement Object is easier to find in the SBD
window if you know its name. See Texture Placement
Objects on page 105.
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Environment Texture Parameters
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Ball Texture
Chrome Texture
Cube Texture
Sky Texture
Sphere Texture
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Environment Texture Types
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Ball Texture
In order to use the Ball environment texture, you must map the
texture’s Image parameter with the image of a reflective
chrome ball in the environment you want to re-create. You
should also map the environment’s Backdrop parameter with
the image of the environment without the chrome ball.
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Ball Environment
Parameters
Image
The texture used by the Ball texture. To use a single image
of a highly reflective chrome ball in an environment, map
a File texture to the Ball texture’s Image parameter, and
then map the image file to the File texture’s Image
parameter (see File Texture on page 165).
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Inclination
The rotation (in degrees) of the ball image about the
vertical axis. The valid range is -10000 to 10000. The slider
range is 0 to 180. The default setting is 0.
Set the Inclination value to the inclination of the camera
(that is, the angle between the camera’s view and the
environment’s YZ plane) used to generate the image file
(by photographing or rendering a reflective ball in an
environment). For example, if the inclination of the
camera is 45 degrees, set the Inclination value to 45. If the
camera is parallel to the YZ plane, set the Inclination value
to 0. When creating the ball image, a camera inclination
and elevation of zero will provide the best resolution for
the view you intend to use.
Elevation
The rotation of the ball image about the horizontal axis.
The valid range is -10000 to 10000. The slider range is -90
to 90. The default setting is 0.
Set the Elevation value to the elevation of the camera (that
is, the angle between the camera’s view and the
environment’s ground plane: XY plane for a Z-up scene)
used to generate the image file (by photographing or
rendering a reflective ball in an environment). For
example, if the elevation of the camera is 90 degrees (that
is, it is directly above the ball), set the Elevation value to 90.
If the camera is parallel to the ground plane, set the
Elevation value to 0. When creating the ball image, a
camera inclination and elevation of zero will provide the
best resolution for the view you intend to use.
Eyespace
Causes the position of the Ball texture’s Image file to be
defined relative to the window, not the camera view. If
Eyespace is ON, the Ball texture’s Image file automatically
matches the environment’s Backdrop image file (provided
they were both originally photographed/rendered from
the same point of view), even if the camera view changes.
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Reflect
Causes the Image file to be reflection mapped onto the
background. If Reflect is OFF, the Image file is mapped
using a solid texture spherical projection (see Projection
Texture on page 209). This allows you to model the
geometry of the background image and then map the
background image to this geometry, for example, to add
shadows, lighting effects, or fog to your scene. The default
setting is OFF.
Projection Geometry
In some cases you may want to use values different than the
original environment. For example, instead of using the
Bottom, Top, Left, Right, Front, and Back values to define the
walls of a room, you may simply use the Sky_radius parameter.
Because Sky_radius defines a sphere, reflections on surfaces in
the simulated environment will be smoother and less likely to
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Sky_radius
The radius of the sky of the original environment. The
valid range is 0 to 100000. The slider range is 0 to 20. The
default value is 0.
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Chrome Texture
Sky Parameters
Sky_color
The color of the sky at the horizon. Overall sky color is
linearly interpolated between Sky_color and Zenith_color.
Zenith_color
The color of the sky at the zenith (straight up). Overall sky
color is linearly interpolated between Sky_color and
Zenith_color.
Light_color
The color of the simulated fluorescent lights. These
“lights” produce reflections in surfaces, but they do not
actually illuminate surfaces.
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Light Placement
Width, Depth
The width and depth of each light. These parameters also
determine spacing between lights. The valid/slider range
0.5,0.1 0.5,0.5 0.1,0.5 0.9,0.9 is 0 to 1. The default Width value is 0.5 and the default
Depth value is 0.1.
Width_mult, Depth_mult
The number of lights per unit length. The valid/slider
range is 0 to 1. The default value is 1.
1, 1 0.5, 0.5 0, 1 1, 0
Width_offset, Depth_offset
The light displacement. The slider range is 0 to 1. The
default value is 0.
0, 0 0, 0.5 0.5, 0 0.5, 0.5
Floor Parameters
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Real_floor
If Real_floor is OFF, the environment’s floor is located at
infinity, so reflections on moving objects and/or
OFF ON reflections viewed from a moving camera will be
incorrect. The default setting is OFF.
If Real_floor is ON, the floor is located on the ground plane,
so reflections on moving objects and/or reflections viewed
from a moving camera will be correct. If Real_floor is ON,
make sure surfaces and/or the camera do not go below
the ground plane.
Grid Placement
Width, Depth
The width and depth of the grid lines. These parameters
also determine the spacing between grid lines. The valid/
0, 0 0.1, 0.1 0.5, 0.5 0.9,0.9 slider range is 0 to 1. The default value is 0.1.
Width_mult, Depth_mult
The number of grid cells per unit length. The valid/slider
range is 0 to 1. The default value is 1.
1, 1 0.5, 0.5 0.1, 1 1, 0.1
Width_offset,Depth_offset
The grid displacement. The slider range is 0 to 1. The
default value is 0.
0, 0 0, 0.5 0.5, 0 0.5, 0.5
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Cube Texture
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Cube Environment
Parameters
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Sky Texture
Note If the eye point or view drops below the floor, the Sky
texture swatch in the Multi-lister will turn red as a
warning. If you render the scene, the floor will appear
red. Make sure the eye point is always above the floor
(the ground plane).
Sky Environment
Parameters
Total_bright.
The overall brightness of the environment. The valid
range is 0 to ∞. The slider range is 0 to 5. The default value
0.1 0.5 1 2 is 1.
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Sun Parameters
Sun_bright.
The color and brightness of the sun. The default color
Value is 0.5.
0 0.1 0.5 1
Halo_bright.
The color and brightness of the halo around the sun. The
default color value is 0.1.
0 0.1 0.5 1
Elevation
The angle (in degrees) of elevation of the sun relative to
the floor. The valid range is -10000 to 10000. The slider
0 10 45 90 range is 0 (sunrise/sunset) to 90 (midday). The default
value is 45.
Azimuth
The angle (in degrees) of the sun in the sky about a vertical
vector. The valid range is -10000 to 10000. The slider range
0 30 90 180 is 0 to 360. The default value is 145.
Size
The size (radius) of the sun. The valid range is 0 to 10000.
The slider range is 0 to 20. The default value is 0.531.
0 2 10 20
Blur
The size (radius) of the halo around the sun. The valid
range is 0 to 1000. The slider range is 0 to 20. The default
0 2 10 20 value is 1.
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Atmospheric Settings
sun
Sky_thickness sun vector
scene
Sky_radius * Sky_thickness
planet center
planet surface
cloud layer
outer limit of atmosphere
Sky_bright.
A scaling factor applied to the sky color. The default color
Value is 0.5.
0 0.1 0.5 1
Air_density
The density of the air in the atmosphere. The denser the
air, the more light will be scattered. Think of air density in
0 0.5 1 3 terms of low and high altitudes. High altitude skies are
almost black straight up and blue near the horizon (the
Air_density value less than 1). Low altitude skies are blue
straight up and white near the horizon (the Air_density
value greater than 1). The slider range is 0 to 3. The default
value is 1.
Dust_density
The density of dust in the atmosphere. The slider range is
0 to 3. The default value is 0.
0 0.5 1 3
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Sky_thickness
The thickness of the atmosphere. The valid range is 0 to ∞.
The slider range is 0 to 10000. The default value is 1000.
1 10 100 1000
Sky_radius
The outer radius of the sky as a multiple of Sky_thickness.
The Sky_thickness and Sky_radius values determine the
0.1 5 50 300 planet radius, and planet radius influences the appearance
of sunsets. A planet with a large radius will have very red
(and very dark) sunsets (you can adjust Sky_bright to
compensate for sunsets that are too dark).
For example, if Sky_thickness is 1000 and Sky_radius is 50,
the outer radius of the sky is 1000 x 50 = 50 000 units, and
the radius of the planet is (1000 x 50) - (1000 x 1) = 49 000
units.
The valid range is 0 to ∞. The slider range is 0.01 to 300.
The default value is 50.
Floor Parameters
Has_floor
Toggles the floor ON or OFF. If Has_floor is OFF, the
environment below the horizon is a mirror image of the
OFF ON environment above the horizon.
Floor_texture
The color or texture of the floor. The default color value is
0.392.
None Checker Chrome Water
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Cloud Parameters
Cloud texture
The texture that determines cloud distribution in the sky.
For example, the Fractal texture creates very realistic
None Noise Fractal clouds. By default, there is no cloud texture map (and no
clouds).
Cloud_bright.
The brightness and color of cloud illumination from
ambient scattered light in the atmosphere. (The amount of
0 0.25 0.5 1 ambient light depends on the Elevation value.) The default
color Value is 0.5.
Sunset_bright.
The brightness and color of cloud illumination when the
sun is below the horizon and the clouds are front lit (for
0 0.1 0.5 1 example, when the sun’s Elevation value is 0 and its Azimuth
value is 180). This is a very subtle effect and occurs only
briefly in nature during a sunrise or sunset. The effect is
more noticeable with high altitude clouds. The default
color Value is 1.
Density
The density of individual clouds. The valid range is 0 to ∞.
The slider range is 0 (no clouds) to 5 (heavy clouds). The
0 1 2.5 5 default value is 1.
Threshold
A threshold value for the Cloud texture that controls how
much of the sky is covered with cloud. As the Threshold
0 0.1 0.5 1 value increases, darker areas of the texture do not produce
clouds. The valid range is 0 to ∞. The slider range is 0
(entire sky is cloudy) to 1 (no clouds). The default value is
0.5.
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Power
The clouds are scaled and positioned by adjusting the
Power option. The cloud density is achieved by subtracting
0 0.1 0.5 1 the Threshold from the pixel value clipping to 0, then
multiplying the result with Density. To control the amount
of de-focusing of the Cloud_texture, adjust the Blur value
(under Sun Parameters). The valid range is 0 to ∞. The
slider range is 0 to 1. The default value is 1.
Altitude
The height of the clouds. The Altitude value does not
greatly affect the position of the clouds. Instead, it
0 0.2 0.5 1 determines how much the atmosphere obscures the clouds
near the horizon. Low altitude clouds disappear into haze
much more slowly than high altitude clouds. The valid/
slider range is 0 to 1. The default value is 0.2.
Halo_Size
The size (radius) of cloud illumination from direct back
lighting by the sun (for example, when the sun’s Azimuth
0 5 20 50 value is 0). Direct back lighting is most noticeable near the
edges of thick clouds or through thin clouds. The valid
range is 0 to ∞. The slider range is 0 to 50. The default
value is 20.
Calculation Quality
Sky_samples
The number of samples used above the cloud layer. Set the
Sky_samples value to 1 for maximum speed. The valid
0 1 2 5 range is 0 to 20. The slider range is 0 to 3. The default
value is 5.
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Floor_samples
The number of samples used by the atmosphere between
the eye and the horizon. Increasing the Floor_samples
0 1 2 5 value increases the effect of the atmosphere along the
floor. The valid range is 0 to 20. The slider range is 0 (no
atmosphere between the eye and horizon) to 3. The
default value is 1.
Cloud_samples
The number of samples used below the cloud layer. The
valid range is 0 to 20. The slider range is 0 (clouds do not
0 1 2 5 fade to mist at the horizon) to 3. The default value is 5.
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Sphere Texture
Sphere Environment
Parameters
Source texture
The texture mapped to the inner surface of an infinite
sphere.
Checker File
Shear_u
Shears the Source texture in the U direction. For example,
horizontal stripes will resemble a barber pole. The slider
0 0.1 0.5 1 range is -10 to 10. The default value is 0.
Shear_v
Shears the Source texture in the V direction. For example,
concentric lines at the poles will spiral inward. The slider
0 0.1 0.5 1 range is -10 to 10. The default value is 0.
Flip
Reverses the U and V orientation of the Source texture. For
example, what was the horizon now spans the two poles.
OFF ON The default setting is OFF.
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Surface Textures
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Environment textures map Do not map a surface texture to a shader’s Reflection parameter
to directions. Surface textures because it will not produce realistic-looking reflections.
and solid textures map to
positions.
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Surface Texture Overview
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See Rebuilding Complex ● Make sure your surface is evenly parameterized. You can
Surfaces in the NURBS use Rebuild Surface to re-create the surface with uniform
Modeling book. parameterization.
See Chord Length on ● Use chord length mapping by setting Chord Length ON.
page 161.
See Projection Texture on ● Use the surface texture as a source texture for a Projection
page 209. solid texture.
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Using Surface Textures
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5 In the Control Window, type the name of the image file you
want to use as the label in the Image field, or click the
Browse button and select the image file using the File
Requestor.
The image file is now mapped onto the shader, and
appears on the shader swatch in the Multi-lister. By default,
the image file covers the entire shader. However, you can
limit the area it covers by masking the label and/or
positioning it on the shader.
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Label Masking A mask controls the transparency of a Stencil texture and limits
the area on a surface where the texture will be visible. There
are two types of masks: file masks and chroma key masks.
File Masking
If the Image file has four channels (RGBA), then you can use
the same file for both the Image file and the Mask file. The RGB
information will be used for the image portion of the stencil
and the A (alpha) will be used for the mask portion of the
stencil. If, however, the Image file has only three channels
(RGB), then you must create a separate Mask file.
You can create a Mask file by converting the Image file to black
and white using a paint program (for example, StudioPaint).
Although you can use a color image file as a Mask (for
example, you could use the same file for both the Image and
Mask), the level of transparency of the mask will vary through
the range of colors.
3 In the Control Window, type the name of the image file you
want to use as the mask in the Mask field, or click the
Browse button and select the mask file using the File
Requestor.
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The Mask is now mapped onto the shader, and the Image
file no longer covers the entire shader swatch in the Multi-
lister. The Mask file is automatically positioned in the same
location as the Image file.
To control the overall transparency of the Stencil texture,
adjust the Rgbmult value in the Mask file’s Control Window.
To control the softness of the mask, adjust the Bluroffset
value in the Mask file’s Control Window. Small values
(around 0.01) are most useful.
3 Click the color field beside Color Key to open the Color
Editor.
4 Click the Grab button in the Color Editor. The mouse pointer
becomes an eye dropper.
5 Move the eye dropper over the Multi-lister, and click the left
mouse button on the background color of the Image
texture. All areas of the Image texture that have this color
are now transparent (masked) and the shader color is
visible in these areas.
To mask a range of colors, adjust the Hue Range, Sat Range,
Val Range, and Threshold settings.
To invert the mask, set Positive Key ON. Only the color (or
range of colors) specified in the HSV Color Key parameters
are visible, instead of masked.
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When you are finished masking the label, click the arrow in
the bottom right corner of the shader swatch to hide the Stencil
texture and the Image file (and the Mask file if there is one).
To preview the label map and mask, use Quick render. You may
want to open the Global Quick Rendering Parameters window
and increase the Shading Frequency value to better visualize the
label map and mask. However, if you have to increase the
Shading Frequency value to 10, it may be faster to do a full
render.
See Surface Placement on Two sets of parameters control the positioning of the texture:
page 160 and Label Mapping the Surface Placement parameters and the Label Mapping
on page 161. parameters. If you adjust these parameters in the texture’s
Control Window, the shader swatch in the Multi-lister will update
to reflect any changes you make. Therefore, by editing these
parameters directly and using the Multi-lister as a preview, you
can roughly position a texture on a surface. There are,
however, two easier methods of positioning a texture on a
surface: 2D mapping and 3D mapping.
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2D Mapping
See Texture Placement The Texture Placement window opens and displays the
Window on page 150. texture relative to the active surface.
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See Xform Menu on page 157. 3 Use the Xform tools in the Texture Placement window to
position and orient the texture relative to the surface. The
texture’s Surface Placement and Label Mapping parameters
are automatically updated when you use the Xform tools.
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See Xform Menu on page 157. 3 Use the Xform tools in the Texture Placement window to
position and orient the texture relative to the surface. The
texture’s Surface Placement and Label Mapping parameters
are automatically updated when you use the Xform tools.
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The Texture Placement The Texture Placement window displays a texture that is
window is sometimes mapped to a surface, and allows you to position the texture
referred to as the Texture interactively. The two dimensions of this window (S and T)
Space Editor.
represent the two parametric dimensions of the active surface
(U and V). A texture mapped to the active surface will
therefore be displayed in the Texture Placement window
relative to the surface. The buttons at the bottom of the Texture
Placement window allow you to edit the position and
orientation of the texture relative to the surface.
click
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The title bar contains standard dolly and track icons, and full/
half/resize, minimize, and close icons. The buttons and menus
located along the bottom of the window let you interactively
edit all Surface Placement and Label Mapping parameters. There
are also some additional tools along the bottom of the window
that are unique to the Texture Placement window.
Grid Buttons The Grid buttons allow you to display a grid in the window,
specify the size of the grid, and enable snapping of texture
vertices to the grid.
Disp
Displays a light grey grid in the window. The numeric
field above the Disp button controls the number of vertical
grid lines (representing U in parametric space), and the
numeric field above the Snap button controls the number
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Snap
Enables snapping of texture vertices to the nearest grid
location when you perform texture vertex
transformations.
Pick Buttons The Pick buttons, Obj (Object) and TVert (Texture Vertices)
allow to you to select geometry or vertices in the modeling
window, and load them into the Texture Placement window.
Picking geometry or vertices in the modeling window is
similar to using the Pick > CV tool:
The Obj and TVert buttons are mutually exclusive; only one can
be active at a time.
Obj
Allows you to select polygonal geometry in the modeling
window and load it into the Texture Placement window.
You can modify geometry loaded into the Texture
Placement window using the Xform tools.
If any polysets, components, or polygons are selected
when you first open the Texture Placement window, all
polysets or fully selected polygons are loaded (if all of
their vertices are selected) into the Texture Placement
window. This geometry is displayed as two-dimensional
parametric space geometry. At any point after you open
the window, you can change the loaded geometry by
clicking the Obj button and selecting the geometry in the
modeling window.
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A continuous tool is one that If you select another continuous tool (such as
remains active after you Xform > Move) while using the Texture Placement window,
have selected it and used it all geometry is unloaded and the Obj button is deselected.
to perform an action (for
example, Xform > Move). If you select the Obj button again, you can reload all active
geometry. This also exits the continuous tool.
TVert
Allows you to select polyset vertices in the modeling
window. These vertices correspond to the vertices
displayed in the Texture Placement window. You can
modify selected vertices using the Vertex tools in the
Texture Placement window.
Vertex Menu
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Move
Lets you move selected vertices in the Texture Placement
window by clicking and dragging in the window.
left freeform
middle equal in S and T directions
right along the S or T axis
left clockwise
right counter-clockwise
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Smear
Lets you smear selected vertices in the Texture Placement
window by clicking and dragging in the window. Vertices
closest to the mouse pointer are moved more than vertices
further away from the mouse pointer.
Set Pivot
Lets you move the pivot point (used during Scale and
Rotate operations) by clicking and dragging in the Texture
Placement window. The pivot point is indicated by a small
green circle in the Texture Placement window, and is in the
bottom left corner of the window by default.
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Freeze Transform
Applies any Translate, Coverage, Rotate, Offset, or Repeat
values (set using either the Xform tools, or the actual
parameters in the texture’s Control Window) to all vertices
loaded in the Texture Placement window.
The texture coordinate that results from the
transformation is calculated and then assigned to the
appropriate texture vertices in the Texture Placement
window. A system prompt also asks whether you want to
reset the texture transform values before you confirm the
operation. If you decide to reset, then the transformation
values are set to their defaults.
The Freeze Transform tool is very useful when preparing
texture coordinate data for export to systems that do not
support advanced placement options such as Translate,
Coverage, Rotate, Offset, and Repeat.
Undo
Undoes the last vertex transformation you performed. You
can also select the Undo function by moving the mouse
pointer over the Texture Placement window and press the U
key.
Two other vertex tools are available only by using hot keys in
the Texture Placement window.
H (Horizontal Flipping)
Scales the S value of the selected vertices by a factor of -1
around the center of the selected vertices (no matter where
the pivot point is). This flips the vertices horizontally.
V (Vertical Flipping)
Scales the T value of the selected vertices by a factor of -1
around the center of the selected vertices (no matter where
the pivot point is). This flips the vertices vertically.
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Xform Menu
The Xform tools let you transform the texture relative to the
active surface it is mapped to. Any transformations you make
using these tools are automatically updated in the texture’s
Surface Placement and Label Mapping parameters. The origin of
the texture is in the lower left corner of the window. The U
parametric direction is horizontal, and the V parametric
direction is vertical.
Translate
Lets you move the texture on the surface by clicking and
dragging in the Texture Placement window. This tool
controls the texture’s Utranslate and Vtranslate values.
Coverage
Lets you reduce the coverage of the texture on the surface
by clicking and dragging in the Texture Placement window.
This tool controls the texture’s Ucoverage and Vcoverage
values.
Rotate
Lets you rotate the texture on the surface by clicking and
dragging in the Texture Placement window. The texture is
not actually rotated in the Texture Placement window.
Instead, a white border representing the edges of the
surface is rotated. This tool controls the texture’s Rotate
value.
Offset
Lets you offset the texture’s position on the surface by
clicking and dragging in the Texture Placement window.
This tool controls the texture’s Uoffset and Voffset values.
Repeat
Lets you change the number of times the texture is
repeated within the coverage area by clicking and
dragging in the Texture Placement window. This tool
controls the texture’s Urepeat and Vrepeat values.
Reset
Undoes the last transformation you performed.
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Fit
Automatically fits the texture to the surface.
Lookat
Dollies the display in the Texture Placement window so that
the placement object (representing the surface) fills as
much of the window as possible.
The Display Mode tools let you change the way the surface and
texture are displayed in the Texture Placement window. The
default display mode is Picture.
Line Only
Displays the surface as a white outline, the texture as a red
outline, and the grid as blue lines.
Drag Line
Displays the texture as a color image against the shader
color, unless you are using an Xform function. During
Xform operations, the display changes to Line Only mode.
When the Xform operation is completed and the mouse
button is released, the texture is displayed as a color image
again.
Picture
Displays the texture as a color image at all times.
High Res.
Displays the texture as a high resolution color image at all
times. High Res. mode may be slower than other display
modes.
Wrap Menu
The Wrap tools let you repeat the texture pattern outside of its
coverage area.
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Toggle V
Wraps the texture outside of its coverage area in the V
parametric direction. This tool controls the texture’s Vwrap
setting.
Toggle U
Wraps the texture outside of its coverage area in the U
parametric direction. This tool controls the texture’s Uwrap
setting.
The Model View tools let you change the type of view in the
modeling window.
Wireframe
Displays the active surface in normal wire frame view.
This tool toggles the modeling windows out of Shaded
Wire mode.
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Surface Placement
Rotate
The angle (in degrees) the texture map is rotated on the
surface. The slider range is 0 to 360. The default value is 0
0 10 45 90 (no rotation).
Urepeat, Vrepeat
The number of times the texture is repeated within the
coverage area along the surface’s U and V parametric
1, 1 2, 1 1, 2 2, 2 directions. If Urepeat value and/or Vrepeat value are
greater than 1, the texture will be repeated several times
within the coverage area, but the size of each instance of
the texture will be smaller than the default size. Similarly,
if the Urepeat value and/or the Vrepeat value are less than
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Uoffset, Voffset
Offsets the texture pattern (without actually moving the
texture itself) along the surface’s U and V parametric
0, 0 0.2, 0 0, 0.2 0.2, 0.2 directions. Adjust the Uoffset and Voffset values to fine-
tune the placement of a pattern on a surface. The slider
range is 0 (no offset) to 1. The default value is 0.
Mirror
Mirrors repeated patterns of the texture (when the Urepeat
value and/or the Vrepeat value is greater than 1) so that
OFF ON rows of images appear as mirrored images of themselves.
This helps to disguise the effect of seams between
repeated areas. The default setting is OFF.
Stagger
Offsets repeated patterns of the texture (when the Urepeat
value and/or the Vrepeat value is greater than 1) so that
OFF ON alternate rows are offset exactly half, like bricks in a brick
wall. When Stagger is OFF, the repeated patterns line up
horizontally and vertically. The default setting is OFF.
Chord Length
Causes the texture to use a mapping technique that
ignores the UV parameterization of the (spline-based)
OFF ON surface, and instead maps according to surface distances
(measured in world space units). This can help minimize
texture distortion on surfaces with non-uniform
parameterization. The default setting is OFF.
Surface OFF ON
Parameterization
Label Mapping
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Ucoverage, Vcoverage
The fraction of the surface covered by the texture along
the surface’s U and V parametric directions. For example,
0, 0 0.5, 0.5 1, 0.5 1, 1 if the Ucoverage and Vcoverage values are both 0.5, the
texture will cover half of the surface in the U direction and
half of the surface in the V direction, or one quarter of the
total surface. Areas outside of the texture coverage area
have a non-texture mapped parameter value as indicated
in the shader’s Control Window (for example, the shader
color). The slider range is 0 to 1. The default value is 1.
Utranslate, Vtranslate
Moves the texture coverage area along the surface’s U and
V parametric directions. Effectively, the Utranslate and
0, 0 0.1, 0.1 0.5, 0.5 1, 1 Vtranslate values determine where the texture map will be
located on the surface. The slider range is 0 to 1. The
default setting is 0.
Uwrap, Vwrap
Determines whether or not the texture will replicate (copy
itself outside of the coverage area) in the surface’s U and V
OFF ON OFF ON parametric directions, when the Utranslate or Vtranslate
OFF OFF ON ON value is greater than 0.
By default, both Uwrap and Vwrap are ON. Toggle these
parameters OFF to prevent seams from showing on a
closed surface, such as a cylinder or sphere, or to prevent
the texture from duplicating itself when you are using the
translation and coverage parameters to limit the mapping
to a very specific surface area.
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File Texture
The File texture lets you use an image file as a surface texture.
See File Texture on page 165.
Bulge Texture
Checker Texture
Cloth Texture
Curvature Texture
Fractal Texture
Grid Texture
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Highlight Texture
Mountain Texture
Noise Texture
Ramp Texture
Stencil Texture
Water Texture
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File Texture
The File texture lets you use an image file as a surface texture.
You can create an image file using a paint package (for
example, StudioPaint), using StudioTools’s integrated
sketching tools (see the Sketching book), using a scanner to
scan in a photograph, or by rendering a scene.
Image
The image file used by the File texture. If you type only the
file name, the system looks for the image file in the pix
directory of your current working project, unless the
applicable .AliasPrefs has been set to direct all searches to a
common pix directory (see System Directories in the
Interface section of the Basic Tools book). If the file is not
found there, the system looks in ALIAS_INPUT_PIX_DIR. If
the file is found, the full path is displayed in the Image
field.
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Use Extension
Appends the frame extension number (Frame exten.) to the
Image file name and to any images in the Per Object Images
list. To use a sequence of image files to create an
animation, set Use Extension ON and then animate the
Frame exten. value. The default setting is OFF.
Filter
The anti-aliasing technique applied to the image file
during rendering. The higher order filters (QUADRATIC,
QUARTIC, and GAUSS) only work when the File texture is
mapped directly to a shader. The default setting is BLEND.
Cache
Caches the file texture. If Texture Caching is OFF in the
Global Rendering Parameters window, the Cache setting has
no effect (see Texture Caching on page 428). The default
setting is OFF.
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A File texture that uses Per The Per Object Images section lets you create a list linking
Object Images is sometimes image files to objects so that different objects can use the same
referred to as a supertexture. shader and File texture, but different image files. During
rendering this list is examined. If the object is on the list, the
corresponding image file is used. If the object is not on the list,
the default Image (under the File Texture Parameters) is used.
If the default Image field is blank, then only the objects in the
Per Object Images list will be textured. Conversely, you could
turn off the file textures for specific objects by putting them in
the Per Object Images list and leaving their Image fields blank.
You must still assign the shader to the objects in the Per Object
Images list.
Two notable uses for this feature are StudioPaint and Convert
Solid Texture. In both cases you want to create the appearance
of a single texture that spans several patches. Separate image
files must be used; however, by using the Per Object Images list
you only need one shader. Image files in the Per Object Images
list are not displayed in the Multi-lister.
Add
Adds a blank line to the Per Object Images list.
Delete
Deletes the active (highlighted white) line in the Per Object
Images list. To make a line active, click once on it.
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2 Either:
◆ double-click in the Object field and type the name of
the object, or
◆ click on the object in the modeling window so that it is
the only active object, and then click the Set button in
the Per Object Images list. The object name appears in
the Object list.
3 Either:
◆ double click in the Image field (beside the object name
in the Object list) and type the image file name, or
◆ click the Browse button beside the Image field and
select the image file using the File Requestor. The
image file name appears in the Image list beside the
object name in the Object list.
The image file will be applied only to that object.
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Bulge Texture
Bulge Texture
Parameters
Uwidth, Vwidth
The width of the texture squares in the U and V
parametric directions. The valid range is 0 to 1. The slider
0, 0 0.5, 0 0, 0.5 0.5, 0.5 range is 0 to 0.5. The default value is 0.1.
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Checker Texture
Checker Texture
Parameters
Color1, Color2
The two colors of the checkerboard squares.
Contrast
The contrast between the two texture colors. The valid/
slider range is 0 (the two colors are averaged over the
0 0.1 0.5 1 entire texture) to 1. The default value is 1.
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Cloth Texture
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U ThreadColor,V ThreadColor
The colors of the warp (U direction) and weft (V direction)
threads of the cloth.
Gap Color
The color of the area between the warp and weft threads.
The threads’ colors blend into the Gap Color at their edges,
so a lighter Gap Color tends to simulate a cloth with softer,
more translucent threads.
U Wave, V Wave
Controls the waviness of the warp and weft threads to
create special weave effects such as herringbone. The
0, 0 0.2, 0 0, 0.2 0.2, 0.2 slider range is 0 to 0.5. The default value is 0.
Randomness
Smears the texture randomly in the U and V directions.
Adjust the Randomness value to create natural-looking
0 0.2 0.5 1 cloth with irregular threads, or to prevent aliasing and
moiré patterns on very fine cloth textures. The valid range
is 0 to ∞. The slider range is 0 to 1. The default value is 0.
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Width Spread
Randomizes the width of each thread along its length by
subtracting a random amount (between 0 and the Width
0 0.2 0.5 1 Spread value) from the U Thread Width and V Thread Width
values. For example, if the thread widths are 1 and the
Width Spread value is 0.75, the actual thread widths with
vary between 0.25 and 1. If the Width Spread value is
greater than or equal to the Thread Width value, then some
threads will disappear entirely at certain points along
their length. The valid/slider range is 0 to 1. The default
value is 0.
Brght. Spread
Randomizes the brightness of each thread along its length
by subtracting a random amount (between 0 and the
0 0.2 0.5 1 Bright. Spread value) from U Thread Color and V Thread Color
(similar to Width Spread). The valid/slider range is 0 to 1.
The default value is 0.
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Fractal Texture
Fractal Texture
Parameters
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Amplitude
A scaling factor applied to all values in the texture about
the texture’s average value. The valid range is 0 to ∞. The
0 0.1 0.5 1 slider range is 0 to 1. The default value is 1.
Threshold
An offset factor applied to all values in the texture. The
valid range is 0 to ∞. The slider range is 0 to 1. The default
0 0.1 0.5 1 value is 0.
Ratio
Controls the frequency of the fractal pattern. The valid/
slider range is 0 (low frequency) to 1 (high frequency). The
0 0.5 0.707 1 default value is 0.707.
Level_min, Level_max
The minimum and maximum number of iterations used to
calculate the fractal pattern. These parameters control how
0, 1 0, 2 0, 3 9, 9 fine grained the fractal pattern is. The valid range is 0 to
100. The slider range is 0 to 25. The default value is 0 for
Level_min and 9 for Level_max.
Animated
Allows you to animate the fractal pattern by setting
Animated ON and animating the Time value. The Fractal
texture will take longer to calculate when Animated is ON.
The default setting is OFF.
Time
Allows you to animate the fractal pattern by setting
Animated ON and animating the Time value. If Animated is
OFF, the Time value has no effect. The slider range is 0 to 1.
The default setting is 0.
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Grid Texture
Line_color
The color of the grid lines. The default color is white.
Filler_color
The color of the spaces between the grid lines. The default
color is black.
Default Red Green Blue
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Uwidth, Vwidth
The width of the grid lines in the U and V parametric
directions. The valid range is 0 to 1. The slider range is 0 to
0.1, 0.1 0.5, 0.1 0.1, 0.5 0.5, 0.5 0.5. The default value is 0.1.
Contrast
The contrast between the Line Color and the Filler Color. The
valid/slider range is 0 (the two colors are averaged over
0 0.1 0.5 1 the entire texture) to 1. The default value is 1.
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Mountain Texture
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Mountain Texture
Parameters
Snow_color
The color of the snow element of the texture.
Rock_color
The color of the rock element of the texture.
Amplitude
A scaling factor applied to all values in the texture about
the texture’s average value. The valid range is 0 to ∞. The
0.1 0.5 0.8 1 slider range is 0 to 1. The default value is 1.
Roughness of Features
Snow
The roughness of the snow element of the texture. The
valid/slider range is 0 (perfectly smooth snow) to 1
0 0.4 0.5 1 (extremely rough snow). The default value is 0.4.
Rock
The roughness of the rock element of the texture. The
valid/slider range is 0 (perfectly smooth rock) to 1
0 0.5 0.707 1 (extremely rough rock). The default value is 0.707.
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Boundary
The raggedness of the rock/snow boundary. The valid/
slider range is 0 (perfectly smooth rock/snow boundary)
0 0.1 0.5 1 to 1 (extremely rough rock/snow boundary). The default
value is 1.
Snow Levels
Snow_alt.
The level (altitude) of the transition between rock and
snow. The valid range is 0 to ∞. The slider range is 0 to 1.
0 0.5 0.8 1 The default value is 0.5.
Snow_dropoff
The suddenness with which snow no longer sticks to the
mountain. The valid range is 0 to ∞. The slider range is 0
0 0.1 0.5 1 to 1. The default value is 2.
Snow_max_slope
The maximum angle (expressed as a decimal value) over
which snow will not stick to the mountain. For example,
0.1 0.5 0.8 3 where the slope exceeds the Snow_max_slope value, it
would be bare rock. The valid range is 0 to ∞. The slider
range is 0 to 3. The default value is 0.8.
Recursion Depth
Level_max
The maximum number of iterations used to calculate the
fractal pattern, which controls how fine grained the fractal
1 2 3 20 pattern is. The valid/slider range is 0 to 40. The default
value is 20.
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Noise Texture
Noise Texture
Parameters
Amplitude
A scaling factor applied to all values in the texture about
the texture’s average value. The valid range is 0 to ∞. The
0 0.1 0.5 1 slider range is 0 to 1. The default value is 1.
Threshold
An offset factor applied to all values in the texture. The
valid range is 0 to ∞. The slider range is 0 to 1. The default
0 0.1 0.5 1 value is 0.
Animated
Allows you to animate the noise pattern by setting
Animated ON and animating the Time value. The Noise
texture will take longer to calculate when Animated is ON.
The default setting is OFF.
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Time
Allows you to animate the noise pattern by setting
Animated ON and animating the Time value. If Animated is
OFF, the Time value has no effect. The slider range is 0 to 1.
The default setting is 0.
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Ramp Texture
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Ramp Texture
Parameters
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Ramp Type
Controls the direction of the color ramp. The default
setting is V RAMP.
Interpolation
Controls the way colors in the ramp are blended. The
default setting is LINEAR_RAMP.
Ramp
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Position
The position of the active color component in the ramp.
The valid/slider range is 0 (bottom of ramp) to 1 (top of
ramp).
Uwave, Vwave
Uwave
Controls the amplitude of a sine wave offset of the texture
in the U and V directions. Increasing the Uwave or Vwave
value makes the texture appear increasingly wavy. The
0 0.1 0.5 1 slider range is 0 (no wave) to 1. The default value is 0.
Vwave
Noise
The amount that the texture is offset in the U and V
directions by two-dimensional noise. If the texture repeats
0 0.1 0.5 1 (the Urepeat value and/or Vrepeat value are greater than
1), the noise will not repeat. That is, each instance of the
texture will be unique. The slider range is 0 (no noise) to 1.
The default value is 0.
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Noise Freq.
Controls how fine-grained the noise is (if the Noise value is
non-zero). The slider range is 0 to 1. The default value is
0 0.1 0.5 1 0.5.
Noise Hue
Offsets the color hue (mottles the color). The slider range
is 0 to 1. The default value is 0.
0 0.1 0.5 1
Sat (Saturation)
Offsets the color saturation or “whiteness” (creates a
weathered look). The slider range is 0 to 1. The default
0 0.1 0.5 1 value is 0.
Val (Value)
Offsets the color value or “blackness.” The slider range is
0 to 1. The default value is 0.
0 0.1 0.5 1
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0 0.1 0.5 1
Freq. Val
0 0.1 0.5 1
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Stencil Texture
The Stencil texture is similar to the File texture. It lets you use
an image file as a surface texture; however, it also lets you
mask the image file to control how it covers a surface. Use the
Stencil texture to overlay different textures (and control which
parts of the textures are visible), or for label mapping.
See Label Mapping on page 141.
Stencil Texture
Parameters
Image
The texture used by the Stencil texture. To use an image
file, you must map a File texture to this parameter.
Mask
The transparency of the Stencil texture. You can use the
Mask parameter either to control the overall transparency
0 0.5 0.9 1 of the entire texture (by using the numeric field or slider),
or to control the transparency of select regions of the
texture (by mapping a texture to Mask). To use an image
file, you must first map a File texture to this parameter.
For example, if the Stencil texture is mapped to a shader’s
None color, and the Mask value is 0.5, the resulting surface will
be an even mix of the shader color and the Stencil texture
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Edge Blend
Controls the sharpness/softness of the edges of the
texture. The valid range is 0 to ∞. The slider range is 0 to 1.
0 0.1 0.5 1 The default value is 0.
The HSV Color Key parameters control the chroma key masking
of the Stencil texture.
Key Masking
Enables chroma key masking. The default setting is OFF. If
Key Masking is OFF, all other HSV Color Key parameters
have no effect.
Positive Key
Inverts the chroma key mask (only the colors specified in
the Color Key and HSV Range are displayed). The default
setting is OFF (the colors specified in the Color Key and HSV
Range are masked).
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Color Key
The color to be masked in the texture. The default setting
is black. To mask a range of colors, you must also set the
Hue/Sat/Val Range parameters.
Hue Range
The range of hues (H) centered on the Color Key color
which will also be masked. The valid range is 0 to ∞. The
slider range is 0 to 1. The default value is 0.5.
Sat Range
The range of saturations (S) centered on the Color Key color
which will also be masked. The valid range is 0 to ∞. The
slider range is 0 to 1. The default value is 0.5.
Val Range
The range of values (V) centered on the Color Key color
which will also be masked. The valid range is 0 to ∞. The
slider range is 0 to 1. The default value is 0.5.
Threshold
The point at which the color state changes. The valid
range is 0 to ∞. The slider range is 0 to 1. The default value
is 0.5.
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Water Texture
Waves
Water Texture The Water Texture Parameters include the Linear Wave Parameters
Parameters which control the appearance of linear water waves, and the
Concentric Ripple Parameters, which control the appearance of
concentric water ripples.
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Numwaves
The number of linear waves in the texture. To create water
ripples with no linear waves, set the Numwaves value to 0.
1 3 8 32 To combine linear waves with concentric ripples, set the
Numwaves value to a low number (1 to 3). The valid range
is 0 to 100. The slider range is 0 to 32. The default value is
8.
Wave_time
Controls the appearance of the waves over time. If you
relate the wave effect to the wake from a boat, the waves
0 0.1 0.5 1 start off at some point with a certain velocity and
amplitude. This is time zero. As time increases, the waves
travel to shore and their appearance changes (their
velocity and amplitude decrease). The slider range is 0 to
1. The default value is 0.
To simulate moving water waves, animate the Wave_time
value. The waves will move as this value increases. The
actual speed of the waves is determined by the
Wave_velocity value and the rate at which you animate the
Wave_time value.
Wave_velocity
The speed of the waves. The valid range is 0 to ∞. The
slider range is 0 to 1. The default value is 1.
0 0.1 0.5 1
Wave_Amplitude
Scales the height of the waves. The valid range is 0 to ∞.
The slider range is 0 to 1. The default value is 0.05.
0.05 0.1 0.25 0.5
Wave Frequencies
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Frequency
Controls the distance between primary waves. The higher
the Frequency value, the shorter the distance. The valid
1 4 10 20 range is 0 to ∞. The slider range is 0 to 20. The default
value is 4.
Sub_frequency
Controls the distance between any secondary waves that
ride on top of the primary waves (for example, white
0 0.1 0.5 1 caps). The valid range is 0 to ∞. The slider range is 0 to 1.
The default value is 0.125.
Smoothness
Controls the intensity of any secondary waves. The valid
range is 0 to ∞. The slider range is 0 to 5. The default value
0 1 2 5 is 2.
Wind Direction
Wind_u, Wind_v
The strength of wind in the U and V directions (which
determines the overall direction of the linear wave
1, 1 1, -1 1, 0 0, 1 pattern). The slider range is -1 to 1. The default value for
Wind_u is 1. The default value for Wind_v is 0.
Concentric Ripple
Parameters
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Ripple_time
Controls the appearance of ripples over time. For example,
if you relate the ripple effect to that of a water droplet
0 0.1 0.5 1 falling into a glass of still water, at time 0 there is no ripple;
the droplet has not touched the surface of the water yet.
As the time parameter increases to a value greater than 0,
the droplet has fallen onto the water surface and the ripple
wave effect simulates the effect on the water in the glass at
that point in time. When time has reached a value of 1, the
effect of the droplet on the water surface is nearly
complete and the water in the glass becomes still again.
The slider range is 0 to 1. The default value is 0.
To simulate moving water ripples, animate the Ripple_time
value. The ripples will move as this value increases. The
actual speed of the ripples is determined by the
Group_velocity value and the rate at which you animate the
Ripple_time value.
Frequency
Controls the distance between individual ripples. The
higher the Frequency value, the shorter the distance. The
1 5 10 25 valid range is 0 to ∞. The slider range is 0 to 20. The
default value is 25.
Amplitude
Scales the height of the ripples. The valid range is 0 to ∞.
The slider range is 0 to 1. The default value is 0.05.
0 0.1 0.5 1
Drop_size
The mass of the droplet that starts the water ripples.
(Imagine a water droplet falling into a glass of still water.)
0.1 0.3 0.5 1 A Drop_size value of 0, produces no ripple effect because
the droplet has no mass. As the Drop_size value increases,
the mass of the drop increases, causing a greater ripple
effect on the water surface. The valid range is 0 to ∞. The
slider range is 0 to 1. The default value is 0.3.
Ripple Center
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U_origin,V_origin
The location of the center of the ripples along the U and V
parametric directions. The slider range is 0 to 1. The
0, 0 0.5, 0.5 1, 0.5 1, 1 default value is 0.5.
Ripple Wavelets
Group_velocity
The speed of the primary ripple. The valid range is 0 to ∞.
The slider range is 0 to 10. The default value is 1.
0 1 2 3
Phase_velocity
The speed of sub-ripples. The valid range is 0 to ∞. The
slider range is 0 to 10. The default value is 2.5.
0 1 2 3
Spread_start
Determines the degree of effect that a droplet will have on
a still water surface at time 0. A concentric ripple starts as
0 0.1 0.2 0.5 a point of disturbance in parameter space (defined by the
U_origin and V_origin values) when the Ripple_time value is
0. The size of the disturbance at time 0 is determined by
the Spread_start value. The greater the Spread_start value,
the greater the effect of the disturbance at time 0. The valid
range is 0 to ∞. The slider range is 0 to 1. The default value
is 0.005.
Spread_rate
The rate at which the primary ripple breaks up into sub-
ripples. (As a ripple expands outward, it breaks up into
0 0.25 0.5 1 sub-ripples.) The valid range is 0 to ∞. The slider range is 0
to 1. The default value is 0.3.
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Ripple Reflections
Reflect_bound.
Activates an imaginary reflective bounding box. The
default setting is OFF.
OFF ON
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Solid Textures
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Environment textures map Do not map a solid texture to a shader’s Reflection parameter
to directions. Surface textures because it will not produce realistic-looking reflections.
and solid textures map to
positions.
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3 Select Edit > Convert Solid Tex in the Multi-lister. A dialog box
appears.
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The default value for Pix Size is 256 pixels square. Image
files are created and sized so that the Pix Size corresponds
to the longest dimension of the largest selected surface. If
more than one surface is selected, the other image files are
proportionally smaller. The valid range is 8 to 1024 pixels.
The progress bar at the far right indicates the status of the
current pix creation.
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Recursion Depth
Level_min, Level_max
The minimum and maximum number of iterations used to
calculate the texture pattern. This parameter controls how
0, 2 0, 5 0, 10 0, 25 fine grained the texture is. The slider range is 0 to 25. The
default value is 0 for Level_min and 20 for Level_max.
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3D Placement
Texture Node
The name of the Texture Placement Object. See Texture
Placement Objects on page 105.
Wrap
Repeats the texture outside the region defined by the
Texture Placement object. If Wrap is OFF, the texture only
OFF ON appears on a surface inside the region defined by the
Texture Placement object. The default setting is ON.
Blend
Gradually blends the texture into the (unmapped) value of
the shader parameter being mapped. The blend region is
0 0.1 0.5 1 defined by the boundaries of the Texture Placement Object.
For example, if a Leather texture is bump mapped onto a
surface, and Blend is greater than zero, the bump will
gradually diminish as it reaches the boundaries of the
Texture Placement Object. If Blend is set to 0, the texture ends
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Tip Blend works best if Wrap is OFF. If Wrap is ON, the texture
will blend into the (unmapped) value of the shader
parameter being mapped at the boundary of the Texture
Placement Object and repeat infinitely as the texture is
repeated.
Note You can only link a texture with one object (one DAG
or hierarchy).
Current Link
The name of any object that you have linked to the texture
using Link with Obj.
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Projection Texture
Snow Texture
sCloud Texture
sFractal Texture
sMarble Texture
sRock Texture
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Leather Texture
Granite Texture
sWood Texture
Volume Texture
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Projection Texture
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Projection Texture
Parameters
Projection
The projection method used to create a three-dimensional
texture from a two-dimensional texture.
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toggle box
2 Click the Projective Camera toggle box for the camera you
want to create a Projection texture for.
Source Texture
The two-dimensional texture or image file projected to
create a three-dimensional texture.
If you map Source Texture with a File texture, make sure
that the File texture’s Filter parameter is set to either NONE
or BLEND. Higher order filters (QUADRATIC, QUARTIC, and
GAUSSIAN) give unpredictable projections.
Although you can use an environment texture or solid
texture as a Source Texture, the results will be
unpredictable.
Noise Parameters
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Xamplitude, Yamplitude
A scaling factor applied to all values in the fractal noise
about the average value, in the texture’s X and Y
directions. The Projection texture will render faster if the
Xamplitude and Yamplitude values are both 0.
The valid range is 0 to ∞. The slider range is 0 (no noise) to
1 (strong noise). The default value is 0.
Ratio
Controls the frequency of the fractal noise. The valid/
slider range is 0 (low frequency) to 1 (high frequency). The
default value is 0.3.
Stagger
Offsets repeated patterns of the texture (when the two-
dimensional texture’s Urepeat value and/or Vrepeat value
is greater than 1) so that alternate rows are offset exactly
half, like bricks in a brick wall. When Stagger is OFF, the
repeated patterns line up horizontally and vertically. The
default setting is OFF.
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You can also re-parameterize a polyset using the Apply UVs tool
(see Mapping Vertices to Projections and NURBS Surfaces on
page 116 of the Polygonal Modeling book).
To re-parameterize a polyset:
1 Pick the polyset(s) you want to re-parameterize.
2 Create a new shader and click the Map button beside any
parameter in the shader’s Control Window. (The specific
parameter you map the Projection texture to is
unimportant.)
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Clean Seams
Removes texture distortion at seams and poles when a
polyset is re-parameterized using a Projection texture that
uses a cylindrical, spherical, or ball projection type. If
Cleans Seams is ON, UV parameters may no longer be
within the 0 to 1 range. The default setting is ON.
Normalize Seams
Scales UV parameters to within the 0 to 1 range when a
polyset is re-parameterized. The default setting is OFF.
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Effects
Convert to Smear
Replaces the Projection texture with the Source Texture, and
applies a Smear Map so that the texture has the same visual
effect on the surface as the original Projection texture.
Often times a texture is best applied to a surface using a
3D projection, however this can create problems when the
surface is morphing. The convert to smear feature allows
surfaces to be reparameterized to match a projection by
using a smear map. This freezes the texture onto the
surface. The effect is similar to convert solid texture, but
allows for more freedom after the convert is done, and
does not degrade texture resolution. One can get away
with much lower resolution maps (smear maps) and
animated textures are easily handled. Convert solid
texture may still be preferred for some cases, however,
particularly when the texture may be touched up in 3D
paint.
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The default Pix Size is 256 pixels square. Image files are
created and sized so that the Pix Size corresponds to the
longest dimension of the largest selected surface. If more
than one surface is selected, the other image files are
proportionally smaller. The valid range is 8 to 1024 pixels.
The progress bar at the far right indicates the status of the
current pix creation.
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Notes
● Because the Convert to Smear operation destroys the
Projection texture, you may want to save this texture (or
copy the shader it is mapped to) before using Convert to
Smear.
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Projection Tools There are two ways to create a Projection texture: using the
Multi-lister or using the Projection tools. To create a Projection
texture in the Multi-lister, you first create a shader, map a
Projection texture to the shader, and then position the Projection
texture using the corresponding Texture Projection Object. The
Projection tools let you create a Texture Projection Object in the
modeling window first, and then they automatically create the
corresponding shader and Projection texture in the Multi-lister.
Projection Options
Make global
Makes all projection tools default to the options you last
saved (using the Save button).
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Display editor
Automatically opens the Projection texture’s Control Window
after you place the Texture Projection Object in the modeling
window.
Uniform scale
Makes the projection object square. If Uniform Scale is off,
then the projection object is non-proportionally scaled to
the shape of the bounding box of the object being snapped
to. This option is not available for the Camera Projection
tool.
Snap to camera
Matches the position and orientation of the Texture
Projection Object to the modeling window’s camera. This
option is only available for the Camera Projection tool.
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Tips
● The projection objects are moved by their pivot points.
The Planar and Tri-planar projections are not centered on
their pivot points when they are created.
● When using the Camera projection, it may be helpful to
pick the objects you want to texture first, then use the Look
at tool in the Cameras palette before creating the projection
object.
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Snow Texture
Try combining a Fractal bump map with a Snow color map. The
snow will only appear on the peaks and valleys of the bump
mapped surface. For best results, set the Fractal bump map’s
Amult and Blurmult values to a low number.
Snow_color
The color of the snow that lies on the top of the surface.
Surface_color
The color of the surface that the snow lies on top of.
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Threshold
Determines the maximum slope that will hold snow. The
valid/slider range is 0 (90 degrees from horizontal) to 1 (0
0 0.5 0.8 1 degrees from horizontal). The default value is 0.5 (45
degrees from horizontal).
Depth_decay
The rate at which the snow color blends into the surface
color. The slider range is 0 to 10. The default value is 5.
1 2 5 10
Thickness
The apparent depth of the snow. Thickness controls the
opacity of the snow (deeper snow is more opaque). The
0 0.5 0.8 1 valid/slider range is 0 (transparent) to 1 (opaque). The
default value is 1.
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sCloud Texture
Cloud Effects
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Flame Effects
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Glow Effects
sCloud Texture
Parameters
Color1, Color2
The two colors that are blended together to form the
cloud.
Contrast
The contrast between Color1 and Color2. For example, if the
Contrast value is -1, Color1 and Color2 are reversed. The
slider range is 0 (the two colors are averaged over the
entire texture) to 1. The default value is 0.5.
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Soft_edges
Gradually increases the transparency of the texture as the
surface it is mapped to turns away from the camera. This
OFF ON simulates natural looking clouds. If Soft_edges is OFF, the
texture is entirely opaque, and appears similar to the
sFractal texture. The default setting is ON.
Transp_range
The range over which the texture becomes transparent.
The Transp_range value controls the sharpness/softness of
0 0.1 0.5 1 the edges of the cloud. The valid range is 0 to ∞. The slider
range is 0 (sharp edges) to 1 (very soft edges). The default
value is 0.5.
Center_thresh, Edge_thresh
Determines how diffuse or concentrated the edge rolloff
is. If the Center_thresh value is low and the Edge_thresh
0, 1 -0.5, 1.5 -1, 2 -1, 1 value is high, the texture will resemble a dense cotton-ball.
If the Center_thresh value is high and the Edge_thresh value
is low, the texture will resemble a wispy cloud. The slider
range is -1 to 0 for Center_thresh and 1 to 2 for Edge_thresh.
The default value is 0 for Center_thresh and 1 for
Edge_thresh.
Noise Parameters
Amplitude
Controls the strength of the fractal noise used to generate
the sCloud texture. The valid/slider range is 0 (no noise) to
0 0.3 0.5 1 1 (strong noise). The default value is 1.
Ratio
Controls the frequency of the fractal noise used to
generate the sCloud texture. The slider range is 0 (low
0 0.5 0.707 1 frequency) to 1 (high frequency). The default value is
0.707.
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sFractal Texture
Incandescence map
Bump map
sFractal Texture
Parameters
Threshold
An offset factor applied to all values in the texture. The
valid range is 0 to ∞. The slider range is 0 to 1. The default
0 0.1 0.5 1 value is 0.
Amplitude
A scaling factor applied to all values in the texture about
the texture’s average value. The valid range is 0 to ∞. The
0 0.3 0.5 1 slider range is 0 (no noise) to 1 (strong noise). The default
value is 1.
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Ratio
Controls the frequency of the fractal noise. The valid/
slider range is 0 (low frequency) to 1 (high frequency). The
0 0.5 0.707 1 default value is 0.707.
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sMarble Texture
chrome_dents marbodent
Bump map
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sMarble Texture
Parameters
Filler_color, Vein_color
The color of the filler material and the vein material.
Vein_width
The thickness or width of the veins. The slider range is 0 to
1. The default value is 0.1.
0 0.1 0.5 0.9
Diffusion
Controls the amount that the Vein_color blends into the
Filler_color. (The Contrast value also affects how the two
0 0.1 0.5 1 colors blend together.) The slider range is 0 (no blending)
to 1 (smooth blending). The default value is 0.5.
Contrast
The contrast between the Vein_color and Filler_color. The
slider range is 0 to 1. The default value is 0.5.
0 0.1 0.5 1
Noise Parameters
Amplitude
A scaling factor applied to all values in the fractal noise
about the average value. The valid range is 0 to ∞. The
0 0.5 1 1.5 slider range is 0 (no noise) to 1 (strong noise). The default
value is 1.5.
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Ratio
Controls the frequency of the fractal noise. The valid/
slider range is 0 (low frequency) to 1 (high frequency). The
0 0.5 0.707 1 default value is 0.707.
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sRock Texture
sRock Texture
Parameters
Color1,Color2
The color of the two types of grains in the texture.
Grain_size
The size of grains in the texture. The Grain_size value
effectively scales the entire texture. The valid range is 0 to
0.01 0.05 0.1 0.2 ∞. The slider range is 0 (no grains) to 0.1 (large grains).
The default value is 0.01.
Diffusion
Controls the amount that Color1 blends into Color2. The
valid range is 0 to ∞. The slider range is 0 (no blending) to
0 0.2 0.5 1 1 (smooth blending). The default value is 1.
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Mix_ratio
Determines which of the two colors is the dominant color.
The valid range is 0 to ∞. The slider range is 0 (Color1 is
0.1 0.3 0.5 0.9 totally dominant) to 1 (Color2 is totally dominant). The
default value is 0.5.
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Leather Texture
Color map
Bump map
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Leather Texture
Parameters
Cell Size
The size of individual cells. The Cell Size value effectively
scales the entire texture. The valid range is 0 to ∞. The
0 0.5 0.8 1 slider range is 0 to 1. The default value is 0.5.
Density
Controls the spacing of cells in the texture. The valid range
is 0 to ∞. The slider range is 0 to 1 (fully packed). The
0 0.2 0.5 1 default value is 1.
Spottyness
Randomizes the Cell Color intensity. (The Threshold value
also influences the Cell Color intensity.) The valid range is 0
0 0.1 0.5 1 to ∞. The slider range is 0 (all cells have the same
intensity) to 1 (cell intensity is entirely random). The
default value is 0.1.
Randomness
Randomizes cell position. The valid range is 0 to ∞. The
slider range is 0 (cells are arranged in a regular 3D lattice)
0 0.1 0.5 1 to 1 (cell location is entirely random). The default value is
0.5.
Threshold
Controls how much the Cell Color and Crease Color mix
into each other. The valid range is 0 to ∞. The slider range
0 0.5 0.83 1 is 0 to 1 (no mixing, cells appear as solid color dots). The
default value is 0.83.
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Creases
Creates boundaries between cells that resemble the creases
in leather. If Creases is OFF, the cells diffuse uniformly into
ON OFF each other. The default setting is ON.
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Granite Texture
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Granite Texture
Parameters
Cell Size
The size of individual cells. The Cell Size value effectively
scales the entire texture. The valid range is 0 to ∞. The
0.15 0.5 1 2 slider range is 0 to 1. The default value is 0.15.
Density
Controls the spacing of cells in the texture. The valid range
is 0 to ∞. The slider range is 0 to 1 (fully packed). The
0 0.1 0.5 1 default value is 1.
Mix Ratio
Determines which of the three colors is the dominant
color. The valid/slider range is 0 (Color1 is dominant) to 1
0 0.1 0.5 1 (Color3 is dominant). The default value is 0.5 (Color2 is
dominant).
Spottyness
Randomizes the cell color intensity. (The Threshold value
also influences the cell color intensity.) The valid range is 0
0 0.3 0.5 1 to ∞. The slider range is 0 (all cells have the same
intensity) to 1 (cell intensity is entirely random). The
default value is 0.3.
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Randomness
Randomizes cell position. The valid range is 0 to ∞. The
slider range is 0 (cells are arranged in a regular 3D lattice)
0 0.1 0.5 1 to 1 (cell location is entirely random). The default value is
1.
Threshold
Controls how much cell colors and filler color mix into
each other. The valid range is 0 to ∞. The slider range is 0
0 0.5 0.9 1 to 1 (no mixing, cells appear as solid color dots). The
default value is 0.5.
Creases
Creates boundaries between individual cells. If Creases is
OFF, the cells diffuse uniformly into each other. The
ON OFF default setting is ON.
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sWood Texture
sWood Texture
Parameters
vein
filler
grain
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Filler_color
The color of the space between veins. The vein color
diffuses into the filler color.
Vein_color
The color of veins in the wood. The vein color diffuses into
the filler color.
Vein_spread
The amount that the vein color diffuses into the filler color.
The valid range is 0 to ∞. The slider range is 0 to 3. The
0 0.25 1.5 3 default value is 0.25.
Layer_size
The average thickness of each layer or ring. (The thickness
of individual layers or rings is also influenced by the
0.02 0.1 0.25 0.5 Randomness and Age values.) The valid range is 0 to ∞. The
slider range is 0 to 0.5. The default value is 0.02.
Randomness
Randomizes the thickness of individual layers or rings.
The valid/slider range is 0 to 1. The default value is 0.5.
0 0.1 0.5 1
Age
The age (in years) of the tree from which the wood came.
The Age value determines the total number of layers or
0 5 20 100 rings in the texture, and influences the relative thickness
of central and outer layers. The central rings of wood are
thinner than the outer rings because a trees’ growth is
slower when it is young. The valid range is 0 to ∞. The
slider range is 0 to 100. The default value is 20.
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Grain_color
The color of the random grain in the wood.
Grain_contrast
Controls the amount that the Grain_color diffuses into the
surrounding wood color. The valid/slider range is 0 to 1.
0 0.5 0.75 1 The default value is 1.
Grain_spacing
The average distance between grain spots. The valid/
slider range is 0.002 to 0.1. The default value is 0.01.
0.01 0.02 0.05 0.1
Center_u, Center_v
The location of the center of the texture’s concentric rings
in the U and V parametric directions. The slider range is -1
0, 0 0.5, 0.5 1, 1 0.5, -0.5 to 2. The default value is 0.5 for Center_u and -0.5 for
Center_v.
Noise Parameters
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Xamplitude,Yamplitude
A scaling factor applied to all values in the fractal noise
about the average value, in the texture’s X and Y
0, 0 0.1, 0.1 0.5, 0.5 1, 1 directions. The sWood texture will render faster if the
Xamplitude and Yamplitude values are both 0. The valid
range is 0 to ∞. The slider range is 0 (no noise) to 1 (strong
noise). The default value is 0.1.
Ratio
Controls the frequency of the fractal noise. The valid/
slider range is 0 (low frequency) to 1 (high frequency). The
0.1 0.35 0.5 0.9 default value is 0.35.
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Volume Texture
You can use the Volume texture to specify any number of image
files, although 32 is a reasonable maximum.
Volume Parameters
From, To
The extension number of the first (From) and last (To) file in
the sequence. The valid range is 0 to ∞. The slider range is
1 to 16. The default value is 1.
Pix Sequence
The name of any image file in the sequence (for example,
pixfile.4).
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L igh ts
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Lights
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Light Overview
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Creating a Light
You can create a light using the Light tools or using the Multi-
lister. You can use the light options to set properties for any
new light you create.
Light#1 isn’t used explicitly By default, lights are named sequentially as you create them:
as a name; the first light with Light, Light#2, and so on. To avoid confusion, however, you
a given name is implicitly should name all lights as you create them. If you let the system
numbered 1.
assign default names and later combine two or more files, all
lights are renumbered to avoid duplicate names. It may then
become difficult to distinguish lights by name.
See Light Types on page 282. 1 Select a tool from the Lights cascading menu, or click one
of these icons:
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Light Position
Look At Point
See New Light on page 26. ● In the Multi-lister, select Edit > New Light. A new point light
swatch appears in the Multi-lister, and a new point light icon
appears in the modeling windows at 0,0,0.
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Color
The RGB values for the light’s color. The default setting is
white (255, 255, 255).
Intensity
See Intensity on page 270.
Decay
See Decay on page 270.
Exclusive
See Exclusive Link on page 270.
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Toggle Type
Toggles the display of lights in All Windows or just in the
Current Window (the active window). The default setting is
All Windows.
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Linking a Light
You can link forces to objects using the same method for
linking lights to surfaces.
You can link a light to a surface using either the Link Lights tool
in the Multi-lister, or the Link Editor.
See Link Lights on page 34. 3 In the Multi-lister, select Shading > Link Lights.
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See Link Editor on page 259. 2 Select Windows > Edit > Light link editor to open the Link
Editor.
See Link on page 261. 3 Click the Link button to link the lights and surfaces listed
in the Picklist.
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See List Objects on page 33. 2 In the Multi-lister, select Shading > List Objects. The Objects
window appears, listing all surfaces to which the active
light is linked. Active objects appear highlighted in the
Objects window.
See Link Editor on page 259. 2 Select Windows > Edit > Light link editor to open the Link
Editor.
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See Unlink Lights on page 34. 3 In the Multi-lister, select Shading > Unlink Lights.
3 Hold the Shift key and click on the names in the Objects
window until all objects are highlighted.
See Unlink Lights on page 34. 4 In the Multi-lister, select Shading > Unlink Lights.
See Link Editor on page 259. 2 Select Windows > Edit > Light link editor to open the Link
Editor.
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The Link Editor is the interface you use to create, list, and
remove links between lights and surfaces.
Components Components lists all lights and surfaces (at the component
level) that were active when you opened the Link Editor. (If you
unpick an active item in the modeling window, it will still be
listed in the Components list, but it will no longer be
highlighted.) Lights and surfaces that are highlighted in the
Components list are listed in the Picklist. You can select or
deselect components in this list by clicking on them. If the auto
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Add
Adds highlighted lights/surfaces from the Picklist to the
Components list. Only lights or surfaces that are active (or
are below active DAGs) are affected.
Remove
Removes highlighted lights/surfaces from the Components
list.
Current Links Current Links lists all components linked to the active arrow’s
component in the Components list. For example, if the
highlighted arrow component is a light, Current Links lists the
surfaces linked to that light.
auto
Toggles auto update ON and OFF. If auto update is ON,
selecting or deselecting components in the Components list
automatically adds or removes them in the Picklist.
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update
Updates the Picklist to include only active components in
the Components list.The update button has no effect if auto
update is ON.
Link
Creates a link between the lights and surfaces listed in the
Picklist.
Unlink
Removes the link between lights and surfaces listed in the
Picklist.
Note Link Editor lists are grayed out when you are in an
option window or when you choose a function that
requires picking operations. While these items are
grayed out, you cannot use the Link Editor. To use it
again, choose one of the pick options.
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Light Parameters
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Light Parameters
Light Type
Active Effects
Light
Controls whether a light actually emits light and
illuminates surfaces. This parameter has no effect on the
OFF ON Force, Glow, Halo, Fog, or Emit Particles parameter settings.
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Shadows
Controls whether a light will cast shadows during
raytracing. (Only spot lights can cast shadows during
OFF ON raycasting.) If Shadows is ON, the Shadow Parameters
become available. The default setting is OFF.
Force
The type of force exerted by a light during a dynamic
simulation (see Dynamics on page 313). The Force setting
determines how an object is accelerated when it is near the
force. The default setting is OFF.
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Glow
The type of glow the light produces when viewed directly.
A light does not need glow in order to illuminate objects
when the scene is rendered; however, a light does need
glow in order to be visible by the camera when the scene is
rendered. You can assign glow to all light types except
ambient lights.
If Glow is set for a light, the Glow, Radial Glow Effects, and 2D
Glow Noise Glow Effects parameters become available. The
Off Linear Exponent. default setting is OFF.
OFF No glow
Ball Glow Spectral Rainbow LINEAR Glow slowly diminishes from the center
of the light
EXPONENTIAL Glow quickly diminishes from the
center of the light
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Halo
The type of halo the light produces when viewed directly.
Halo is similar to Glow, except that the falloff is more
gradual and different falloff types are available.
The Glow Intensity value must be greater than zero for the
Halo setting to have any affect. The default setting is OFF.
OFF No halo
Off Linear Exponent. LINEAR Halo slowly diminishes from the center
of the light
EXPONENTIAL Halo quickly diminishes from the center
all Glow Lens Flare Rim Halo of the light
BALL_GLOW Halo diminishes faster towards a
distance (from the light center) specified
by the halo Spread value
LENS FLARE Simulates a bright light source
illuminating the surfaces of several
camera lenses. The intensity of the flare
is determined by the halo Intensity value.
The size of the flare circles is relative to
the field of view of the camera.
RIM HALO Forms a circular ring with a soft central
glow. The size of the ring is determined
by the halo Spread value.
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Fog
The type of fog the light appears to be shining through.
You can assign fog to point lights and spot lights to
simulate light scattered from either a sphere of fog (for
point lights) or a cone of fog (for spot lights). The default
setting is OFF.
OFF No fog
LINEAR Fog slowly diminishes from the center
of the light
EXPONENTIAL Fog quickly diminishes from the center
of the light
BALL_GLOW Fog diminishes faster towards a
distance (from the light center) specified
by the fog Spread value
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Lens Flare
Simulates a bright light source illuminating the surfaces of
several camera lenses. The intensity of the flare is
OFF ON determined by the halo Intensity value. The size of the flare
circles created is relative to the field of view of the camera.
The Lens Flare parameter is not available for ambient
lights. The default setting is OFF.
Common Parameters
Color
The color of the light. If you map a texture to this
parameter, the light will project the texture. (The exact
White Red Green Blue method of projection depends on the Light Type.) The
default setting is white.
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Intensity
The brightness of the light. A light with an Intensity value
of 0 produces no light. A light with negative Intensity value
0 1 10 100 removes light from a scene in the area of the light’s
influence. The slider range is 0 to 100. The default value is
1.
Light Radius
The size (radius) of the light (in world space units). The
Light Radius value influences surface shading and
0 0.1 0.5 1 determines the separation of the shadows. (Shadows are
generated to match a globe shaped light with the specified
radius.) The slider range is 0 to 1. The default value is 1.
The Light Type Parameters are different for each light type. Only
the Decay parameter is common to most light types.
Decay
Controls how quickly light intensity decreases with
distance. The Decay setting has no effect at distances less
0 1 2 3 than 1 unit. If Force is set (that is, not OFF) under Active
Effects, the Decay value controls how quickly the force
intensity decreases with distance.
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Shadow Parameters
Shadow Color
The color of shadows produced by the light. For example,
you can use Shadow Color to simulate shadows produced
Black Red Green Blue by colored glass.
Soft Shadows
Makes the light produce soft shadows during raytracing.
The nature of soft shadows which are created is
OFF ON determined by the distance of the light from the object
casting shadows combined with the Light Radius value.
Shadows are generated to match a globe shaped light with
the specified radius (in world space units). If the light
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Shadow Samples
The minimum number of shadow feeler rays per sample
(used to create raytracer soft shadows). A large Shadow
1 2 10 40 Samples value increases rendering times but produces
smoother soft shadows. The valid range is 0 to 100. The
slider range is 1 to 40. The default value is 2.
Glow
Glow Color
The color of the light’s glow. The default setting is white.
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Intensity
The brightness of the glow. As the Intensity value increases,
so does the apparent size of the glow effect. A negative
0.1 0.5 1 5 Intensity value subtracts from other glows. (The Decay
value controls how the glow brightness decreases with
distance.) The slider range is 0 to 5. The default value is 1.
Spread
Controls the size of the glow effect. Negative values can
have odd but useful effects. The slider range is 0 to 5. The
0.1 0.5 1 3 default value is 1.
Star Level
Simulates camera star filter effects. The slider range is 0 to
4. The default value is 0.
-1 0 1 4 Use the Star Points parameter to set the number of points
on the star. Use the Rotation parameter to rotate the star.
Radial Noise
Randomizes the spread of the glow to simulate starburst
effects and eyelashes refracting light. The slider range is 0
-1 0 0.5 1 to 1. The default value is 0.
Negative values of Radial Noise produce thicker noise. Use
the Noise Freq. parameter (under Radial Glow Effects) to
control the smoothness of this effect.
2D Noise
The strength of two-dimensional noise applied to the
glow. The noise is generated on a plane that is centered at
-1 0 0.5 1 the location of the light and always oriented towards the
camera. The slider range is 0 to 1. The default value is 0.
To create the illusion of illuminated smoke around a
glowing light source, set the 2D Noise value to about 0.5
and slowly animate the Uoffset and Voffset values. The
smoke will appear to slowly drift by the light.
Generally fog illumination (2D Noise under Fog Illumination)
is better than glow for creating smoke and fire effects,
because fog is a 3D effect (for example, glow 2D noise
cannot be occluded by objects).
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Opacity
The amount that the light’s glow obscures objects behind
it. Opacity can be thought of as the opposite of
0 2 3 4 transparency. The slider range is 0 to 0.5. The default value
is 0.
Halo
Halo Color
The color of the halo. The default setting is white.
Intensity
The brightness of the halo. As the Intensity value increases,
so does the apparent size of the halo effect. (The Decay
0.1 0.5 1 5 value controls how halo brightness decreases with
distance.) The slider range is 0 to 5. The default value is 1.
Spread
Controls the size of the halo effect. The Spread value also
controls the size of the glow if Glow is RIM HALO. Halo size
0.1 0.5 1 5 is generally larger than glow size when the halo Spread
and glow Spread values are the same. The slider range is 0
to 5. The default value is 1.
Fog Illumination
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Fog Color
The color of the fog. The default setting is white.
Intensity
The brightness of the fog. (The Decay value controls how
fog brightness decreases with distance.) The slider range is
0.1 0.5 1 5 0 to 5. The default value is 1.
Spread
Point Light
The fog Spread value has a different effect on point lights
and spot lights. For point lights, it determines the size of
the glowing spherical volume of fog. For spot lights, it
determines how the fog brightness varies across the spot
0.1 0.5 1 5
light beam. A high Spread value produces fog with
Spot Light uniform brightness. A low Spread value produces fog
which is brighter at the center of the spot light beam. The
spot light Decay value controls how fog brightness
decreases with distance from the light source. The slider
0.1 0.5 1 5
range is 0 to 5. The default value is 1.
Radial Noise
Randomizes the spread of the fog to simulate starburst
effects and eyelashes refracting light. The slider range is 0
-1 0 0.5 1 to 1. The default value is 0.
Negative values of Radial Noise produce thicker noise. Use
the Noise Freq. parameter (under Radial Glow Effects) to
control the smoothness of this effect.
2D Noise
The strength of two-dimensional noise applied to the fog.
The noise is generated on a plane that is centered at the
-1 0 0.5 1 location of the light and always oriented towards the
camera. The slider range is 0 to 1. The default value is 0.
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Opacity
The amount that the light’s fog obscures objects behind it.
(Opacity can be thought of as the opposite of
0 2 5 10 transparency.) The slider range is 0 to 0.5. The default
value is 0.
Tip Adjust the Opacity value to simulate fire and smoke effects,
which frequently do not let all the light in a scene pass
through. To simulate black smoke, set the light color near
black and the Opacity value high (around 10).
Lens Flare
FFlare Color
The color of the lens flare circles. If you map a texture onto
this parameter, each lens flare circle will contain the
Default Red Green Blue texture scaled to fit inside each circle. The default setting is
RGB 160, 160, 255.
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Intensity
The brightness of the flare effect. (The Decay value controls
how the lens flare brightness decreases with distance.) The
0.1 0.5 1 5 valid range is 0 to ∞. The slider range is 0 to 5. The default
value is 1.
Num Circles
The number of circles in the lens flare effect. The valid
range is 0 to ∞. The slider range is 0 to 30. The default
1 5 10 20 value is 20.
If the Num Circles value is very large, rendering times may
be long, especially if the Min Size and Max Size values are
large and the Flare Color is textured.
Color Spread
The amount that the hue of individual circles is
randomized about the Flare Color. The Color Spread value
0 0.25 0.5 1 has no effect if the Flare Color is not at least partially
saturated (for example, not white or grey). The slider
range is 0 to 1. The default value is 0.5.
Focus
The sharpness of circle edges. The valid range is 0 (very
blurry) to 1 (totally sharp). The default value is 0.6.
0 0.25 0.6 1
Vertical, Horizontal
Controls the axis of the flare effect relative to the center of
the image. If the light source moves, the flare will appear
0, 0 0, 0.3 0.3, 0 0.3, 0.3 to rotate through this point. The slider range is -1 to 1. The
default value is 0.
Length
The length of the flare effect relative to the light location. If
Length is small, all circles will overlap the light. If Length is
0 0.25 0.5 1 large, the circles will spread out across the image. The
Length value has no effect if the Vertical and Horizontal
values are both 0. The slider range is 0 to 1. The default
value is 1.
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Hexagon
Makes flare elements shaped like hexagons (instead of
circles).
OFF ON
Rotation
Rotates glow and fog noise and star effects (2D Noise,
Radial Noise, and Star Level) about the center of the light.
0 45 90 180 The slider range is 0 to 360 (degrees). The default value is
0.
Star Points
The number of points on glow star filter effects. A Star
Points value of 1 produces a comet-like effect. A non-
0 1 4 10 integer Star Points value could render with a seam or hard
line at the top of a star effect. The slider range is 0 to 10.
The default value is 4.
Tip Set the Star Points value to 1, the Star Level value to 1, and
the Glow type to RAINBOW to produce a rainbow arch.
Noise Freq.
Controls the smoothness of glow and fog radial noise (see
Radial Noise on page 273). The slider range is 0 to 5.The
0 0.5 1 5 default value is 0.5.
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2D Glow Noise
Threshold
The cutoff value for the 2D noise. As the Threshold value
approaches 0, fog and glow 2D noise breaks up into
0 0.25 0.5 1 smaller patches. The slider range is 0 to 1. The default
value is 1.
Uscale, Vscale
Scales glow and fog 2D noise in the horizontal (Uscale)
and vertical (Vscale) directions. The slider range is 0 to 5.
0, 0 0.5, 0.5 1, 1 5, 5 The default value is 1.
Tip You can use Uscale and Vscale to create layered fog or tall
flames. Animate the Uscale and Vscale values from high to
low values to make the noise appear to fly apart like an
explosion.
Uoffset, Voffset
Offsets glow and fog 2D noise in the horizontal (Uoffset)
and vertical (Voffset) directions. For example, you can
0, 0 0.02, 0 0, 0.02 .02, .02 animate the Uoffset and Voffset values to simulate smoke,
rain, or snow moving past a light. Noise will repeat after
an offset of 1. The slider range is 0 to 1. The default value
is 0.
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Light Types
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There are seven different types of lights. There is also a tool for
creating default lighting for a scene.
Point Light
Spot Light
Directional Light
Ambient Light
Area Light
Volume Light
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Linear Light
Default Lighting
The Create defaults tool sets the default lighting for a scene.
When you select Lights > Create defaults, an ambient light and a
directional light are automatically created. Their orientation
and position are pre-defined and their values are based on
each light’s default options.
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Point Light
Multi-lister Modeling
Swatch Window
Icon
Point Light Options The Point Light Options can be opened using the Point light tool
(see Creating a Light on page 251).
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Shadows
See Shadows on page 265.
Point Parameters The Point Parameters are located in a point light’s Control
Window (see Control Window on page 35).
Decay
See Decay on page 270.
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Spot Light
Multi-lister Modeling
Swatch Window
Icon
Spot Light Options The Spot Light Options can be opened using the Spot light tool
(see Creating a Light on page 251).
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Shadows
See Shadows on page 265.
Spot Parameters The Spot Parameters are located in a spot light’s Control Window
(see Control Window on page 35).
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Dropoff
Controls the rate at which light intensity decreases from
the center to the edge of the spot light beam. The valid
0 5 10 50 range is 0 to ∞. The slider range is 0 to 255.
Typical values are between 0 and 50. Values of 1 and less
produce almost identical results (no discernible intensity
decrease along the radius of the beam). The default value
is 0 (no dropoff).
Spread
The angle (in degrees) from edge to edge of the spot light’s
beam. Resolution problems may occur when the Spread
10 30 45 90 value is greater than 170; small objects may not cast
shadows. The valid/slider range is 2 to 179. The default
value is 90.
Penumbra
The angle (in degrees) over which the intensity of the spot
light falls off linearly to zero.
-10 0 10 50 For example, if the Spread value is 50 and the Penumbra
value is 10, then the spot light has an effective spread of 60
(50 + 10) degrees; however, the spot light intensity
decreases to 0 between the angles of 50 and 60 degrees. If
the Spread value is 50 and the Penumbra value is -10, then
the spot light has an effective spread of 50 degrees and the
spot light intensity decreases to 0 between the angles of 40
and 50 degrees.
The valid range is -90 to 90. The slider range is -10 to 10.
The default value is 0.
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Show Spread
Displays a circle representing the Spread value of the spot
light in the Spot View window. The default setting is OFF.
Show Penumbra
Displays a circle representing the Penumbra value of the
spot light in the Spot View window. The default setting is
OFF.
Up
Displays the up vector of the spot light in the Spot View
window. The default setting is OFF.
Spot View The Spot View window displays a perspective view from the
spot light and lets you interactively position the spot light.
Any changes you make to the Spot Parameters are
automatically updated in the Spot View window.
Dolly
Yaw/Pitch
Azimuth/Elevation
Track
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Quick Render
Displays a quick render of your scene in the Spot View
window. If you change the spot light’s attributes or
position when Quick Render is ON, objects in the Spot View
window will re-render automatically. The default setting
is OFF.
Shadow Casting
Resolution
The size of the shadow depth map used during raycasting,
which determines the softness/sharpness of shadows.
8 50 512 1024 (The Spread and Edge Quality values also affect the general
softness/sharpness of shadows.)
High Resolution values produce sharp edged shadows but
also use more memory and slow down rendering. Low
Resolution values use little memory and speed up
rendering. Use a Resolution value of 50 to produce very
soft and smooth shadows. The valid range is 2 to 4096. The
slider range is 8 to 1024. The default value is 512.
A spot light with a low Spread value produces sharper
shadows than a spot light with a high Spread value, if their
Resolution values are the same. For example, a spot light
with a Spread value of 90 requires a Resolution value twice
that of a spot light with a Spread value of 45 in order to
have the same shadow sharpness.
Edge Quality
The size of the blur filter used on the shadow depth map.
The valid range is 1 to 10. The slider range is 1 to 5. The
1 2 5 10 default value is 2.
A low Edge Quality value (1 or 2) may produce slight
aliasing (staircasing) around shadow edges. Increasing the
Edge Quality value will eliminate this aliasing, but will
increase rendering time. This will also cause the edges to
become softer, requiring a larger shadow Resolution value
to maintain sharp edges.
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Fog samples
Controls the quality of light fog shadows. A high Fog
samples value produces better quality fog shadows, but
4 50 512 1024 also increases rendering time. The valid range is 4 to 4096.
The slider range is 4 to 1024. The default value is 50.
The default value (50) is usually good enough; however,
small details may be missed or may appear jittery. In this
case, increase the Fog samples value up to the Resolution
value.
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shadow map
illuminated surface
shadow map in
front of surface
where the shadow map is in self-shadow moire pattern
front of the surface, the surface
will be within its own shadow
To solve this problem you can set the Min Depth parameter to a
small value. The renderer will then temporarily move the
shadow casting surface toward the light, before calculating the
shadow map, so the surface will no longer be within its own
shadow.
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Min Depth
The world space distance that points on shadow casting
objects are moved toward the spot light before the shadow
0 0.01 0.05 0.5 map is calculated (during raycasting). Adjust the Min Depth
value to correct self-shadowing problems. The valid range
is 0 to ∞. The slider range is 0 to 10. The default value is
0.05.
If the Min Depth value is 0, then an object will shadow itself
by 50% (if it casts shadows) when the light is at an inclined
angle to the surface. A relatively small Min Depth value can
bring the surface out of its own shadow, especially when
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Blend Offset
Proportionally scales the distance that points on shadow
casting objects are moved toward the spot light before the
0 0.1 0.5 1 shadow map is calculated (during raycasting). Adjust the
Blend Offset value to correct self-shadowing problems. The
valid range is 0 to ∞. The slider range is 0 to 10. The
default value is 1.
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Directional Light
Multi-lister Modeling
Swatch Window
Icon
Directional Light Options The Directional Light Options can be opened using the Directional
light tool (see Creating a Light on page 251).
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Shadows
See Shadows on page 285.
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Ambient Light
Multi-lister Modeling
Swatch Window
Icon
Ambient Light Options The Ambient Light Options can be opened using the Ambient light
tool (see Creating a Light on page 251).
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AmbientShade
See Ambient Shade below.
Ambient Parameters The Ambient Parameters are located in an ambient light’s Control
Window (see Control Window on page 35).
Ambient Shade
The proportion of directional light to omnidirectional
(ambient) light. The slider range is 0 (light comes from all
0 0.5 0.75 1 directions) to 1 (light comes only from the position of the
light). The default value is 0.5.
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Area Light
Multi-lister Modeling
Swatch Window
Icon
Area Light Options The Area Light Options can be opened using the Area light tool
(see Creating a Light on page 251).
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Shadows
See Shadows on page 265.
Area Parameters The Area Parameters are located in an area light’s Control
Window (see Control Window on page 35).
Decay
See Decay on page 270.
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Volume Light
Multi-lister Modeling
Swatch Window
Icon
The shape of the volume
light’s modeling window icon
is based on the light’s Shape
Volume Light Options The Volume Light Options can be opened using the Volume light
tool (see Creating a Light on page 251).
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Shape
See Shape on page 302.
Volume Parameters The Volume Parameters are located in a volume light’s Control
Window (see Control Window on page 35).
Shape
Defines the shape of the volume light as either a BOX,
SPHERE, CYLINDER, CONE, or TORUS. The default setting
is SPHERE.
You can also use the Xform tools to position or reshape a
volume light. Apply the Xform to the light icon in the
modeling window or to the DAG node above the light in
the SBD window.
Specular
Makes the light contribute to the specular component. (If
the Intensity value is negative, set Specular OFF.) The
default setting is ON.
Decay
Controls how quickly the light intensity decreases with
distance within the light’s volume. (The volume light Decay
parameter differs slightly from the Decay parameter for
other light types.) The slider range is 0 to 10. The default
value is 1.
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Decay Start
Defines how far out from the center of the volume the
light intensity begins to decay. The slider range is 0 to 1.
The default value is 0.
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Dropoff
Controls the rate at which light intensity decreases from
the principal axis to the edge of the light for CONE and
CYLINDER volume lights only. The slider range is 0 to 10.
Typical values are between 0 and 50. Values of 1 and less
produce almost identical results (no discernible intensity
decrease along the radius of the volume). The default
value is 0 (no dropoff). The volume light Dropoff parameter
is similar to the spot light Dropoff parameter (see Dropoff on
page 288).
Dropoff Start
Defines how far out from the principal axis of the volume
the dropoff starts. The slider range is 0 to 1. The default
value is 0.5.
Torus Radius
The ratio of the minor radius to the major radius for
TORUS volume lights only. The slider range is 0 to 0.5. The
default value is 0.5 (a typical bagel, where the “hole” is
reduced to a single point).
Arc
The portion (in degrees) of the swept volume for CONE,
SPHERE, TORUS, and CYLINDER volume lights only. The
slider range is 0 to 360. The default value is 360 (the entire
volume).
Directionality
The proportion of directional light to omnidirectional
(ambient) light. The slider range is 0 (light comes from all
directions, like an ambient light) to 1 (light comes from
one direction only, like a directional light). The default
value is 1.
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Direction Vectors
Concentric
The direction of the directional component of the light
toward or away from the volume’s axis. The slider range
is -1 (toward axis) to 1 (away from axis). The default value
is 1.
Directional
The direction of the directional component of the light up
or down the volume’s axis. The slider range is -1 (down
axis) to 1 (up axis). The default value is 0.
Radial
The angle of the directional component of the light relative
to the volume’s axis. The slider range is -1 (at a negative
angle to axis) to 1 (at a positive angle to axis). The default
value is 0 (perpendicular to axis).
Turbulence(noise)
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Intensity
The strength of the turbulence. The slider range is 0 (no
turbulence) to 1. The default value is 0.
Spread
Scales the turbulence in space so that the given amount of
turbulence covers a smaller or larger volume. The slider
range is 0 to 1. The default value is 0.5.
Persistence
Scales the turbulence in time so that it changes faster or
more slowly. The slider range is 0 to 10. The default value
is 5.
Animated
Makes the turbulence either static (OFF) or animated (ON).
Static turbulence does not change over time (for example,
dappled lighting). In a static turbulent wind field, the
eddies are always in the same place; a stream of particles
moving through static turbulence always follows the same
path.
Animated turbulence changes over time (for example,
flickering light). Particles moving through animated
turbulence follow different paths. The default setting is
ON.
Directional
In the lighting calculation, the difference between the light
direction and the turbulence is used to avoid accidentally
illuminating the backs of objects. The default setting is ON.
Turbulence Table
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Space Resolution
Defines how large the turbulence table is in X, Y, Z. If the
table is smaller than the light’s volume, the turbulence
pattern repeats seamlessly within the volume. The valid
settings are 1, 2, 4, 8, and 16. The default setting is 16.
Time Resolution
Defines the resolution in time for animated turbulence.
The value of Time Resolution is the number of 3D tables
created. The valid settings are 1, 2, 4, 8, 16, and 32. The
default setting is 16.
Roughness
Determines how smooth or rough the turbulence is. The
slider range is 0 to 1. The default value is 0.5.
Variability
Determines how smoothly or roughly the turbulence
changes over time. The slider range is 0 to 1. The default
value is 0.5.
Granularity
Determines how fine grained the turbulence is. The slider
range is 0 to 1. The default value is 0.
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Linear Light
Linear light shadows are much more costly than point light
shadows. The increase in cost is proportional to the
complexity of the scene and the length of the linear light.
Multi-lister Modeling
Swatch Window
Icon
Linear Light Options The Linear Light Options can be opened using the Linear light
tool (see Creating a Light on page 251).
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Shadows
See Shadows on page 265.
Linear Parameters The Linear Parameters are located in a linear light’s Control
Window (see Control Window on page 35).
Decay
See Decay on page 270.
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D yn a mics
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Dynamics
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Dynamics Overview
Objects Objects are the things that move during a dynamic simulation.
There are two types of objects that you can animate using
dynamics: geometry objects and particles.
Geometry Objects
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Particles
Environment Forces
Force Objects
You can link a force to an object (in the same manner you
would link a light to an object), so that only that object is
influenced by the force.
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You can set the force type by setting the Force parameter in the
Active Effects section of the light’s Control Window (see Force on
page 265). You can set the strength of the force by setting the
Force Intens. value in the Common Parameters section of the
light’s Control Window (see Force Intens. on page 270).
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Particles
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Particle Overview
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See Emit Particles on page 89. 2 If the emitter is a surface, create a new shader, and set Emit
Particles ON under Special Effects.
See Emit Particles on If the emitter is a light, set Emit Particles ON under Active
page 269. Effects.
To preview particles:
See Viewing Running ● Select Animation > Playback to preview the particles, or
Animation and Running a select Animation > Run dynamics to perform a dynamic
Dynamics Simulation in the simulation. Particles are emitted from the surface or light.
Animating book.
To speed up the display of particles in the modeling
windows:
◆ work with only one modeling window
See Time Random on To better visualize the motion of particles, set Time Random
page 338. OFF.
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3 Enter a name for the particle file and click Save Particles.
See Use File on page 324. 5 In the Particle Emission section of the Control Window, set Use
File to RUNUP.
The Filename field automatically contains the name of the
particle file, for example:
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Toggle Type
Toggles the display of particles in All Windows or just in the
Current Window (that is, the active window). The default
setting is All Windows.
Display Method
Controls how particles are displayed in the modeling
windows. The most commonly used settings are Line and
Full Shaded. The default setting is Line.
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See Color on page 329. If particle Color intensity is greater than 1, the shaded
preview will appear green. The final render, however, will
be white.
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Particle Parameters
Particle Emission
Presets
Predefined particle effects. When you select a Preset, all
Particle Emission parameters are automatically set. (If you
want to keep any parameter settings you have made, save
the shader or light before you select a Preset.) You can then
adjust these parameters to customize the particle effect.
When you select the following Presets, suggested
environment Glow Threshold and turbulence Intensity
values are displayed (see Threshold on page 65 and
Intensity on page 65).
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Use File
Reads particles in from a series of files instead of
generating them during the animation. These files may
have been generated from a previous simulation and
saved using Save Particles (see Save Particles of the
Animating book) or File > Export > Particles (see To save
particle runup: on page 320), or they may have been
generated in another application and converted to an
Alias particle file. The default setting is OFF.
If Use File is set (that is, not OFF), the Filename parameter
becomes available (see Filename below).
The TRANSFORMED option is only available if the particle
emitter is a volume light. The EMIT_XFORMED option is
only available if the particle emitter is a volume light or a
shader.
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Filename
Motion Type
Defines the type of motion particles have. The default
setting is GAS.
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Start Frame
The frame of the animation where particle emission
begins. To “run up” the particle system and have particles
in mid-motion when the animation begins, set the Start
Frame value to a value lower than the animation Start
frame (for example, use a negative Start Frame value). The
slider range is 0 to 100. The default value is 1.
End Frame
The frame of the animation where particle emission stops.
The slider range is 0 to 100. The default value is 10000.
Render Parameters
Render Type
Controls the overall appearance of particles. The default
setting is THIN GAS.
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Blob Lighting
The method used to calculate the lighting of particles. The
default setting is CONSTANT.
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Blob Map
Maps a texture to individual blobs (particles). Surface
textures are mapped by projection from the eye point, so
the texture moves with the blob and always faces the
camera. Solid textures are mapped according to the solid
texture placement object, so blobs appear to move through
the texture. Assigning a color to Blob Map has no effect.
Parent Color
Makes particles have the same color as the point on the
emitter that they originated from. If Render Type is BLOBBY
SURFACE, the blobs will have the same texture map as the
emitter.
If Parent Color is ON, the particles’ actual color is
determined by multiplying the emitter’s Color by the
particle’s Color. To make the particles have the exact same
color as the emitter, set Parent Color ON and particle Color
to white.
Density
The visual density of the particles. Particles with a low
Density value appear transparent; particles with a high
Density value appear opaque. The slider range is 0
(completely transparent) to 1 (particles have the
transparency of the emitter). The default value is 1.
Actual particle transparency is also based on the particle
Size value and Transparency setting. Smaller particles will
appear more transparent.
Translucence
The particles ability to transmit and diffuse light. The
slider range is 0 to 1. The default value is 0.6.
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Blob Threshold
The density at which you threshold the surface for Surf
Shading or BLOBBY SURFACE rendering. The slider range
is 0 to 1. The default value is 0.2.
Blob Noise
The strength of noise applied to particles to make
individual blobs (particles) look less regular. This helps
hide the fact that the underlying system may have a small
number of large blobs. The slider range is 0 to 1. The
default value is 0.
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Noise Freq
Controls how fine-grained the blob noise is (if the Blob
Noise value is non-zero). Set the Noise Freq value according
to the size of the particles (larger values for larger
particles). The slider range is 0 to 1. The default value is
0.1.
Noise aspect
Scales the blob noise along the path of the particle. A low
Noise aspect value makes the noise long and stretched out.
This is particularly useful when using blob noise to
simulate sub-hairs within a hair strand. The slider range is
-1 to 1. The default value is 0.
Blur Quality
Generates blobs along the paths of the particles to
simulate motion blur. If the Blur Quality value is high, the
particles are small, and they travel a long way in one
frame, then a lot of blobs will be created for each frame. In
this case, rendering will be slow and a lot of memory will
be used. The slider range is 0 to 1. The default value is 0.5.
Glow Intensity
The brightness of particle glows (see Glow on page 266).
The slider range is 0 to 1. The default value is 0.
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Particle Properties
GAS Particle
Properties
SOLID Particle
Properties
HAIR Particle
Properties
Size
The (world space) size of a particle. If a texture is mapped
to this parameter, the U values of the texture are mapped
to Size, and the V values are mapped to the particles’
lifetime. For example, map a V RAMP texture to Size to
control particle size over particle lifetime, or to vary the
thickness of hair along its length. As the Size value
increases, so does particle overlap and rendering time. The
valid range is 0 to ∞. The slider range is 0 to 10. The
default value is 0.5.
If Diffusion is ON, mapping a texture to Size will have no
effect.
The Size and Mass values determine density and
buoyancy for solid particles. A particle that is less dense
than the environment medium will rise.
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Buoyancy
Controls whether particles rise or fall in the environment
medium. This parameter is only available when Motion
Type is GAS. The slider range is -1 (particles move
downward) to 1 (particles move upward). The default
value is 0.
Mass
The mass (in kilograms) of an individual particle. This
parameter is only available when Motion Type is SOLID or
HAIR. The Mass value determines the acceleration caused
by a magnet force (heavier particles are accelerated more
than lighter particles). The slider range is 0 to 1. The
default value is 0.1.
See Air Density on page 69. The Size and Mass values determine density and
buoyancy for solid particles. A particle that is less dense
than the environment medium will rise.
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Hair Stiffness
The stiffness of the hair. As the Hair Stiffness value
approaches 1, the hair responds less and less to forces.
This parameter is only available if Motion Type is HAIR. The
slider range is 0 to 1. The default value is 0.1.
If the emitter moves, the hairs may lag behind or stretch in
length. These time lag effects are not affected by the Hair
Stiffness value. To eliminate time lag effects, make the Start
and End frames (under Particle Emission) for the simulation
greater than the Hair Segments value (and increase the
Particles/Sec value under Generation).
Hair Segments
The number of line segments along the longest strands of
hair (the Hair Leng.Max value).
If the emitter moves, the oldest particles will lag behind
where the lag time (in frames) equals the value set in Hair
Segments and the Start and End Frame values set under
Particle Emission. This lag can create a nice effect (like hair
in water), but if it is too large, either reduce the Hair
Segments value, or increase the simulation's Start and End
Frame values. If you increase the Start and End Frame
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Generation
Particles/Sec
The number of particles emitted per second. The valid
range is 0 to ∞. The slider range is 0 to 10000. The default
value is 300.
The rate of particle emission is independent of the frame
rate of the animation.
If Time Random is OFF, the Particles/Sec value determines
the number of emission points.
Particles/Sec
# of emission points =
frames/second
When Motion Type is HAIR, the number of emission points
is the number of hairs.
Reduce the Particles/Sec value when changing parameters
and previewing particles to help visualize particle motion
and to speed up the display (especially for hair).
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Speed
The average speed of particles when they are emitted. The
actual speed of an individual particle is randomized
between Speed - Speed Range and Speed + Speed Range.
The slider range is 0 to 20. The default value is 5.
To control the speed of particles by the emission location,
map a texture to Speed. Where the texture is white,
particle speed will be its normal value. Where the texture
is 50% grey, particle speed will be half its normal value.
Where the texture is black, particle speed will be zero.
If the Speed value is negative, particles will emit from the
opposite side of the surface emitter.
Speed Range
Randomizes particle emission speed about the average
speed (the Speed value). The actual speed of an individual
particle is randomized between Speed - Speed Range and
Speed + Speed Range. If the Speed Range value is 0, all
particles are emitted at the Speed value. The slider range is
0 to 1. The default value is 0.1.
If the Speed Range value is greater than the Speed value,
particles will emit from both sides of the emitter.
Speed Decay
Defines when a particle loses its initial speed. This
parameter is only available when Motion Type is GAS. The
slider range is 0 (initial speed is lost immediately) to 1
(initial speed is never lost). The default value is 0.8.
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U Bend, V Bend
The direction of particle emission (relative to the emitter
surface normal) in the U and V directions. These
parameters are not available if the emitter is a light. The
slider range is -1 (particles emitted tangent to surface in
negative U and V directions) to 1 (particles emitted
tangent to surface in positive U and V directions). The
default value is 0 (particles emitted perpendicular to
surface).
Time Random
Randomizes the location of particle emission. If Time
Random is OFF, particles are emitted from the same
location(s) on the surface in every frame. If Time Random is
ON, particles are emitted from different locations in every
frame. The Time Random parameter is not available when
Motion Type is HAIR. The default setting is ON.
Normalize
Makes the generation of particles on polysets uniform
(based on the current frame) by taking the areas of
polygons into consideration.
Behavior
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Diffusion
Makes particles automatically grow in size and become
more transparent to simulate diffusion (for example,
smoke or steam in air). When a particle becomes almost
entirely transparent, it will die even if it has not reached
the end of its lifespan. The default setting is OFF.
The Diffusion parameter is only available when Motion Type
is GAS. When Diffusion is ON, the Diffusion Rate parameter
becomes available.
Set Lifespan Min/Max high enough so the particles can
diffuse naturally. If a particle has not diffused by the last
second of its life, it will diffuse over this last second.
If there are no forces or turbulence acting on the particles,
the only diffusion is this forced diffusion at the end of the
particle’s lifespan. If the air turbulence is rough and
strong, particles diffuse rapidly and die young. If the
turbulence is smooth, particles live much longer and form
long tendrils.
Smoke with greater detail is possible using diffusion
because particles only grow in size when they are forced
to spread apart due to force effects. For example, if you
created cigarette smoke with a turbulent volume light
force above the stream of smoke, the particles would not
diffuse (and die) until they hit the turbulent force. Another
advantage to using diffusion is that it tends to avoid lone
blobs: when a clump of particles separate, the particles
will grow (becoming more transparent) so that the blobs
stay overlapping.
When using diffusion, the start size of a particle is the Size
value, and the size across the particle life is determined by
the local differential in forces acting on the particle. The
texture map on particle Size is ignored when Diffusion is
ON.
The transparency of the particle is based on a combination
of the Transparency setting (which may still be mapped),
and the transparency due to growth in size of the particle.
The default Transparency setting (RGB 100,100,100) should
generally provide good results; however, if particles seem
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to pop out slightly at the end of their life, you may want to
increase the Transparency setting (and possibly increase the
Density value).
The Density value will affect how large the particles can
grow. If the density is high, particles can grow to many
times the start size before dying.
The Transparency value does not affect particle growth, so
that a very low Density value combined with a very low
Transparency setting can result in particles that die before
they have become fully transparent.
Diffusion Rate
Hit Method
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Curl
Determines the amount particles twist about their
direction of motion. This is especially useful with hair. The
slider range is 0 (no curl) to 1 (tight curl). The default
value is 0.
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Child Particles
Split Time
The fraction of a particle’s lifetime at which it splits into
several particles. Particles can split spontaneously (once
per particle) as well as split by collision. The slider range
is 0 (particle birth) to 1 (particle death). The default value
is 0.
Branch Angle
The angle (in degrees) that child particles will move
relative to the parent particle’s original direction (after any
collision). A large Branch angle value may result in the
child particles penetrating the object that the parent
particle collided with. The slider range is 0 to 180. The
default value is 45.
Randomization
Randomizes the direction of child particles by rotating the
Branch angle around the parent particle’s direction. The
slider range is 0 to 1. The default value is 0.
Particle Rendering The Particle Rendering Parameters in the Render Globals window
Parameters control whether particles are rendered and the accuracy of the
particle simulation. See Particle Rendering Parameters on
page 439.
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Volume Light Parameters If the emitter is a volume light, some Volume Parameters will
also control the behavior of the particles. See Decay on
page 285 and Direction Vectors on page 305.
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Warps
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Warps Overview
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Using Warps You can use warps to put dents on surfaces, flow ripples
through flags, or simulate bones, muscle and sinew
underneath skin. Keep in mind that:
● The Warp tools are presets. You are not limited to these
presets, and can create your own type of warp using a
different Light Type, and/or by mapping a texture to the
warp’s Color parameter.
● A warp must be linked to a surface (in the same manner
you would link a light to a surface).
● The amount of deformation given to a surface is
unbounded, so, for example, a spherical volume warp (the
Bulge preset) can push a surface well beyond the bounds
of the warp.
● A directional light warp simply displaces the position of
the object along the direction the light is pointing, as the
intensity and direction of this kind of field is constant
(unless it is textured).
● Warps with decay are more useful as the amount of push
varies over space.
● Volume lights are generally the best for warping, because
they provide the most control over decay direction (the
Direction Vectors).
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Light#1 isn’t used explicitly By default, warps are named sequentially as you create them:
as a name; the first warp Light, Light#2, and so on. To avoid confusion, however, name all
with a given name is your warps as you create them. If you let the system assign
implicitly numbered 1.
default names and later combine two or more files, all warps
are renumbered to avoid duplicate names. It may then become
difficult to distinguish warps by name.
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See Control Window on 1 Double-click the light swatch in the Multi-lister to open the
page 35. light’s Control Window.
See Linking a Light on 3 Link the warp to the surfaces you want to warp.
page 255.
Unlike lights or forces, warps must be linked in order to
have an effect. When you create a warp using the Warp
tools, the warp is automatically linked to the selected
surfaces.
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See Creating Polygons from 2 Select Create polygons from the Polygons menu, or click this
NURBS on page 15 of the icon.
Polygonal Modeling book.
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Warp Parameters
Double-click on a warp in Warps have all the same parameters that lights do (see Light
the multi-lister to set its Parameters on page 263). The main parameters for warps are
parameters. Warp Objects (under Active Effects), and the Object Warping
parameters.
Warp Objects
The method used to warp a surface. The default setting for
lights is OFF. The default setting for warps is
TRIANGLE_RES.
Object Warping
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Warp Intens.
The strength of the warp which controls how much the
surface is deformed. The slider range is -5 to 5. The default
setting is 1.
When adjusting the Warp Intens. value, scale the Sample
Size value by the same factor to preserve the smoothness
of the deformation.
Warp Steps
The number of iterations used to calculate surface
deformation. If the Warp Steps value is greater than 1, the
warp can cause the surface to curl around itself. The slider
range is 1 to 10. The default value is 1.
Rendering time is directly proportional to the Warp Steps
value. If the Warps Steps value is high (for example, 10),
rendering may take a long time.
Sample Size
The size of the sample (in world space units) used to
calculate surface deformation. The slider range is 0.001
(sharply shaded surface deformation) to 10 (smoothly
shaded surface deformation). The default value is 0.1.
For razor sharp detail, set Warp Objects to PIXEL_RES and
Sample Size to a very small value.
If Warp Objects is set to TRIANGLE_RES, set the Sample Size
value no smaller than the general size of the triangles
rendered. This avoids cases where the triangle normals
change too abruptly, making the triangle edges noticeable.
When adjusting the Warp Intens. value, scale the Sample
Size value by the same factor to preserve the smoothness
of the deformation.
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Camera s
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Cameras
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Camera Overview
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camera icon
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Image Planes An image plane is an image that you can attach to a camera’s
view. This image appears in the camera’s modeling window
and in images rendered from that camera (either in front of or
behind the scene). Any camera can have one or several image
planes. For example, you could use an image plane as a visual
reference when building a model, or as a background for your
scene when rendering.
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Using Cameras
Creating or Copying a You can create a new camera by selecting Layouts > New camera
Camera (see Creating New Windows in the Studio Interface book). You
can copy an existing camera using the Clone tool (see Cloning
the Current Window in the Studio Interface book).
Displaying Camera Icons You can control whether camera icons are displayed in the
orthographic modeling windows by selecting
DisplayTgls > Object Toggles > Camera (see Changing the Display
of Cameras in the Studio Interface book).
Changing a Camera’s You can change a camera’s view by changing its Camera
View Properties, Film Back Properties, and Lens Properties. (see Camera
Properties on page 370, Film Back Properties on page 372, and
Lens Properties on page 374). You can also change a camera’s
view using the camera tools (see Using Cameras in the Studio
Interface book), or the modeling window control icons.
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Original View
Dolly In Zoom In
Both tracking and changing the film back offset value change
the position of all objects in your scene as they appear in the
camera’s window. Tracking, however, also changes the
position of objects that are near the camera relative to objects
that are far from the camera. Changing the film back offset
value maintains the relative position of objects in your scene.
Original View
Animating a Camera You can animate a camera parameter setting in the Camera
Editor by Shift-clicking the name of the parameter, and then
clicking the Key button in the title bar of the Camera Editor. This
is similar to the procedure for animating parameter settings in
the Control Window (see Animating Parameter Settings on
page 43). You can also animate a camera using
Animation > Turntable, Animation > Autofly, or Animation > Set
keyframe (see the Animating book).
Selecting Camera Views You can select which camera views will render an image file,
to Render mask file, or depth file in the Render Globals window.
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See Render Globals Window 1 Select Render > Globals to open the Render Globals window.
on page 417.
See Image File Output on 2 In the Image File Output section of the Render Globals
page 432. window, set the Image toggle on for the camera views you
want to render as images. By default, only perspective
cameras have their Image toggle on. You can also set the
Mask and Depth toggles to select which camera views will
render as mask files or depth files.
A camera will not render an image file, mask file, or depth
file if the camera is invisible, regardless of its Image, Mask,
and Depth toggle settings.
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If you have StudioTools for You use image planes as visual references while building a
Windows NT, see the model, or as a means of compositing background and/or
Sketching book for foreground images during rendering.
information on using image
planes for sketching.
Adding or Deleting an You can add any number of image planes to a camera.
Image Plane
To add an image plane to a camera using Import Image
Plane:
1 Select the modeling window of the camera you want to
add an image plane to.
See Importing Image Planes in 2 Select File > Import > Image plane to open the File Requestor.
the Studio Interface book.
3 Use the File Requestor to select the image file you want to
use as an image plane, and click Load Image.
The image plane appears in the modeling window.
See Camera Editor on 1 Select Windows > Edit > Cameras to open the Camera Editor.
page 368.
See Camera on page 370. 2 At the top of the Camera Editor, set Camera to the camera
you want to add an image plane to.
See Add on page 381. 3 In the Image Planes section of the Camera Editor, click the
Add button to open the File Requestor.
4 Use the File Requestor to select the image file you want to
use as an image plane, and click Load Image.
The image plane appears in the modeling window, and an
image plane swatch appears in the Image Planes section of
the Camera Editor.
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See Deleting Image Planes in 2 Select Delete > Del image planes ❏ to open the Delete Image
the Studio Interface book. Plane Options box.
See Delete Image Plane 3 In the Delete Image Plane Options box, set Delete Type to
Options in the Studio Interface Current Window, and click Go.
book.
All image planes are deleted from the active window.
See Camera Editor on 1 Select Windows > Edit > Cameras to open the Camera Editor.
page 368.
See Camera on page 370. 2 At the top of the Camera Editor, set Camera to the camera
you want to delete an image plane from.
See Delete on page 381. 3 In the Image Planes section of the Camera Editor, select the
swatch of the image plane you want to delete, and click
the Delete button.
The image plane is deleted from the camera’s window,
and from the image plane swatch list in the Image Planes
section of the Camera Editor.
Animating an Image You can animate an image plane using a variety of different
Plane methods:
● Animate an image plane parameter setting in the Camera
Editor by Shift-clicking the name of the parameter, and
then clicking the Key button in the title bar of the Camera
Editor. This is similar to the procedure for animating
parameter settings in the Control Window (see Animating
Parameter Settings on page 43).
● Use a series of images as an animated image plane by
setting the Frame Type parameter in the Image section of
the Camera Editor (see Frame Type on page 383).
● Use Animation > Set keyframe (see Setting Keyframe
Animation in the Animating book).
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Sizing and Positioning an By default, an image plane fills the camera view with the
Image Plane entire image. You can size and position an image plane so that
only a portion of the image appears or so the image appears in
a specific region of the camera view.
Masking an Image Plane You can mask an image plane so that only portions of the
image are visible. Use the Mask parameters in the Camera Editor
to mask an image plane (see Mask on page 386).
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The Camera Editor is the primary interface that you use to edit
cameras and image planes.
Camera Editor parameters The Camera Editor contains parameters which control the
behave similarly to Control properties of cameras and image planes. The title bar of the
Window parameters (see Camera Editor contains a keyframe button which lets you set a
Parameters on page 38).
keyframe for a parameter, and a model pick button which lets
you select the modeling window associated with the current
camera in the Camera Editor.
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Camera
The camera whose parameters are currently displayed in
the Camera Editor: Top, Right, or Front window cameras, or
Camera (the perspective window’s camera). If you have
additional cameras in your scene, they will also be listed
in this menu, including cameras that are not used by any
windows.
Camera Properties
Name
The name of the current camera. You can type in this field
to change the name of the camera. If you change the name
of a camera, the name in the camera’s window (in the title
bar) also changes.
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Camera Lock
Locks the camera in place so that you are not able to dolly,
track, or move the camera in any way. This can be useful
when working with image planes. The default setting is
OFF (the camera is not locked).
Twist
The tilt of the camera (from side to side) in degrees. The Up
and Twist parameters define the same camera property in
different ways. Changing one alters the other. For
example, if you change the X Up value to 2, the Twist value
automatically changes to -63.435. The slider range is -180
to 180. The default value is 0.
Perspective Gain
Controls the speed that you can dolly the camera. For
example, doubling the Perspective Gain value will double
the speed that you can dolly the camera. The valid range is
0 to ∞. The slider range is 0 to 25. The default value is 1.
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The Film Back Properties let you set the film size of the current
camera by entering numeric values. You can also select a
standard film size from the Predefined Film Backs list.
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The Predefined Film Backs are standard film sizes that you can
select for the current camera. Each predefined film back has a
Film Back, Film Aspect, and Squeeze Aspect parameter; however,
you can only edit the Film Back value (StudioTools does not use
the Film Aspect and Squeeze Aspect values).
Film Back
The horizontal and vertical size of the film format (in
inches).
Film Aspect
The ratio of the horizontal and vertical size of the film
format.
Squeeze Ratio
A scaling factor applied to the horizontal and vertical size
of the film format (to represent non-symmetric lenses).
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Lens Properties
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Angle of View
The horizontal angle of the view seen by the film. The
valid/slider range is 0.2 to 179.
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The angle of view is also The Angle of View value is related to the focal length value
known as the lens angle. It (either the Focal Length setting or the User Focal Length
represents the width of the value), and the Film Back value:
film back as seen through
the lens, expressed as an ◆ If you change the Angle of View value, the Focal Length
angle. value automatically changes (and switches to user
defined if it is not already). The Film Back values do
not change.
◆ If you change the Focal Length value, the Angle of View
value automatically changes. The Film Back values do
not change.
◆ If you change the Film Back values, the Angle of View
value automatically changes. The Focal Length value
does not change.
Depth of Field
Makes the renderer perform a depth of field calculation to
vary the focus of objects based on their distance from the
camera. If Depth of Field is ON, the following parameters
become available: F-Stop, User F-Stop, and Scaling Factor.
The default setting is OFF (no depth of field calculation is
performed; all objects are in focus).
The depth of field calculation is a post-rendering process,
and can take from tens of seconds to a few hours,
depending on the size of the image, the camera
parameters, and the depth values, but not the complexity
of the scene.
Because depth of field changes with depth, your scene
must reflect its real world size and the Main Units must be
set properly in Preferences > Construction
options > Units > Linear.
F-Stop
Lets you set the camera’s f-stop either from a list of
standard, real world f-stops (between 1.4 and 32), or by
entering a value in the User F-Stop field (user). The default
setting is user.
Small F-Stop values (such as 1.4) tend to give a very small
depth of field. That means that the region at the specified
distance from the camera that is in focus (the region
between near and far) is small. Large F-Stop values (such
as 32) tend to give a larger depth of field.
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User F-Stop
Lets you set the camera’s f-stop by typing in any value.
The valid range is 0.5 to ∞.
Auto Focus
Automatically focuses the camera on the camera’s Look At
point. If Auto Focus is OFF, the Focal Distance parameter
becomes available, and the camera focuses at the Focal
Distance value. The default setting is OFF.
If the Look At point is not between the near and far clipping
planes, Auto Focus will focus the camera either at the near
clipping plane or at the far clipping plane (whichever is
closer to the Look At point). See ClippingNear/Far on
page 379.
Focal Distance
The distance from the camera at which the camera focuses.
The valid range is 0.001 to ∞. The slider range is 0.001 to
100. The default setting is automatically set to the Auto
Focus value (based on the Look At point) when you set Auto
Focus OFF.
If the Focal Distance value is not between the near and far
clipping planes, the Focal Distance value will be
automatically set to either the near clipping plane distance
or the far clipping plane distance (whichever is closer to
the Focal Distance value). See ClippingNear/Far on page 379.
Camera/Window
Properties
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Offset
Offsets the camera view in the camera window. The
direction of the offset is determined by the padding
created by the Aspect Ratio Fit setting, either horizontally (if
Aspect Ratio Fit is Vertical or Fill), or vertically (if Aspect Ratio
Fit is Horizontal or Fill). The valid/slider range is -1 to 1. The
default setting is 0 (no offset).
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Digital Properties
ClippingNear/Far
The distance to the camera’s near and far clipping planes.
The default values are 0.1 and 200.
For orthographic windows, the ClippingNear/Far values are
distances along the axis that points into the screen. For
example, if the Top window shows the XZ plane, then the
ClippingNear/Far values are distances along the Y axis.
For perspective cameras, the Clipping Near/Far values are
distances from the camera.
You cannot enter a ClippingNear/Far value less than 0.1
within StudioTools. However, you can enter a value less
than 0.1 by editing the SDL file.
Stereo View
Creates a stereo pair of images of your scene during
rendering. The two image files are named
<filename>_left and <filename>_right. If Stereo
View is OFF, only a single image of your scene is created
during rendering. If Stereo View is ON, the Parallel Offset
and Eye Offset parameters become available. The default
setting is OFF.
Parallel Offset
Offsets the Look At points of the two cameras used to
generate a stereo pair of images so that the two cameras
point in parallel directions. The default setting is OFF (the
two cameras share the same, non-offset, Look At point).
Eye Offset
The distance between the two cameras used to generate a
stereo pair of images (when Stereo View is ON). Eye offset is
also known as ocular separation, and represents the
distance between the viewer’s two eyes. The two cameras
are offset perpendicular to the Look At vector and the Up
vector.
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Objects that are closer to the camera than the focal point
will appear to protrude from the screen when the stereo
pair of images is viewed. Objects that are further from the
camera than the focal point will appear to recede into the
screen.
The greater the Eye Offset value, the greater the stereo
effect, but the narrower the effective depth of the scene. If
the Eye Offset value is too large, or the focal point is too
close to the camera, your eyes will not be able to converge
the two images into a stereo pair.
The Eye Offset value is measured in the same units that
your scene uses. The slider range is 0 to 5. The default
value is 1.
Motion Blur
Blurs the entire rendered image when the camera is
moving (as opposed to blurring an object when the object is
moving), for example, when you are performing a flyby.
The default setting is OFF.
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Image Planes
Delete
Deletes the selected image plane.
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Name
The name of the selected image plane in the Image Planes
list.
Sketch Layers
If Sketch Layer is ON, the image plane is a sketch image
plane. If Sketch Layers is OFF, the image plane is an
animation image plane.
See the Sketching book for more information on sketch
image planes.
Display Mode
Controls how the image plane is displayed in the
modeling windows and in the SBD window. The image
plane will only render when Display Mode is either Rgb or
Off. The default setting is Rgb.
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Image
Image File
The image plane’s source image file name. If this file is
part of a sequence (for example, image.1, image.2,...),
then only the base file name is displayed (for example,
image). Image File may be an absolute path (for example,
/usr/3DCD/pix/image), or it may be a file name
relative to the current project (for example, image).
Frame Type
Determines whether the image plane will use an animated
sequence of image files (Regular or Keyframe), or a single
image file (Off). The default setting is Off.
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Frame
The image file frame number that you want to use for the
current frame of your animation. The slider range is 0 to
100. The default value is 0.
Offset
The frame of your animation at which the image plane
displays the first image file of the sequence. The slider
range is 0 to 100. The default value is 0.
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Read
Scans your image file directory for images of the form
image.# (where # is the image’s frame sequence
number), and automatically keyframes those images at the
correct frames. You can press the Read button again at any
time to include any new image files in the animation. You
can also edit the animation curve for the image plane’s
Frame parameter in the Action Window.
For example, if image files exist for frames 1, 7, 11, 14, 18,
and 33, and the Offset value is 7, clicking the Read button
will automatically keyframe these images at frames 8, 14,
18, 21, 25, and 40.
The Read button is very useful if you do not know which
frames you have available (for example, if someone else is
generating keyframe pose images for you at the same time
that you are building the animation).
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Start/End
The first and last frame number of the image file sequence.
By/Offset
The increment of each image file frame number (By), and
the frame of your animation at which the image plane
displays the first image file of the sequence (Offset).
For example, if the image plane files are named image.1,
image.2, ..., image.30, and the Offset value is 7, then
image.1 is displayed at frame 1 + 7 = 8 of the animation,
image.2 is displayed at frame 2 + 7 = 9, ..., and
image.30 is displayed at frame 30+7 = 37. In addition,
image.1 is displayed at frames 1 to 7 because it is the first
image of the sequence, and image.30 is displayed at
frames 38 to the end of the animation because it is the last
image of the sequence.
Mask
Image plane masking is The Mask parameters let you mask the Image File so that only
similar to label masking (see portions of the image are visible.
Label Masking on page 143).
Mask Type
The method used to mask the image plane’s Image File.
The default setting is Off (no mask).
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Invert Mask
Reverses the effect of the mask so that masked areas
become unmasked, and vice-versa. The default setting is
OFF.
See File Masking on page 143. If you want to use a separate image file to mask the image
plane’s Image File, set Mask Type to File. The Mask File and Frame
Type parameters become available.
Mask File
The name of the image file used as a mask by the image
plane. Where the Mask File is white, the Image File will be
visible. Where the Mask File is black, the Image File will not
be visible. Where the Mask File is grey, the Image File will be
partially visible. The Mask File is automatically positioned
in the same location as the Image File.
Frame Type
Determines whether the image plane will use an animated
sequence of mask files (Regular or Keyframe), or a single
mask file (Off). The default setting is Off. The Mask
parameter Frame Type is identical to Image parameter
Frame Type (see Frame Type on page 383).
One use of animated Image File and Mask File is to view a
pre-rendered walk cycle for a character and evaluate the
character’s interaction with other characters.
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See Chroma Key Masking on If you want to mask certain colors, or a certain range of colors,
page 144. in the Image File, set Mask Type to Chroma-Key. The Key Color,
Hue Range, Sat Range, Value Range, and Threshold parameters
become available.
Key Color
The color to be masked in the Image File. The default color
is RGB 0,0,255. To mask a range of colors, you must also
set the Hue/Sat/Val Range parameters.
Hue Range
The range of hues (H) centered on the Key Color which will
also be masked. The slider range is 0 to 1. The default
value is 0.5.
Sat Range
The range of saturations (S) centered on the Key Color
which will also be masked. The slider range is 0 to 1. The
default value is 0.5.
Val Range
The range of values (V) centered on the Key Color which
will also be masked. The slider range is 0 to 1. The default
value is 0.5.
Threshold
The point at which the color state changes. The slider
range is 0 to 1. The default value is 0.5.
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Image Placement
See Sizing and Positioning an The Image Placement parameters control how the Image File
Image Plane on page 367. covers the camera view. For example, you may not want to
display any bad edges that may be in your Image File, or you
may want the image to occupy a very specific region of the
screen.
Depth Type
Determines whether the image plane appears in front of or
behind your scene, and in front of or behind other image
planes. If Depth Type is Priority, a numeric field becomes
available.
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Image Plane,
Depth Type Priority 1
Image Plane,
Depth Type Priority 2
Camera
Size
The horizontal and vertical size of the image plane
measured in world units.
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Extend/Crop Right
If Add Right is on and you increase/decrease the X Pixels
value, the right side of the sketch image plane is
extended/cropped. If Add Right is off, the left side of the
sketch image plane is extended/cropped.
Extend/Crop Top
If Add Top is on and you increase/decrease the Y Pixels
value, the top of the sketch image plane is extended/
cropped. If Add Top is off, the bottom of the sketch image
plane is extended/cropped.
Pixels
The horizontal and vertical resolution of the image plane
measured in pixels per world unit.
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Offset XY
The origin of the image plane relative to the origin of the
Image File.
Offset XY 85, 60
Coverage XY 150, 130
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R en d erin g
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Preview Rendering
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Preview Rendering Overview
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Quick Render
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See Persistence on page 405 To control whether the Quick Render window closes
and Tgl Persistence on (when you click it) after one Quick Render or remains
page 401. open (and updates when you click it), set the Persistence
option in the Quick Render Options window, or the Tgl
Persistence option in the Quick Render window options
menu.
To redraw the Quick Render window, click in the window.
To redraw a limited area within the Quick Render
window, click-drag a box around the area in the Quick
Render window that you want to update. If you have
already drawn a bounding box in the window, click inside
the box to redraw within the box, or click outside the box
to redraw the entire window.
To adjust the quality and the redraw speed of the Quick
Render window, move the render quality slider on the
right side of the Quick Render window, then click in the
window to redraw the scene at the new setting.
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The QuickRender/Record 2 Set Record ON. The QuickRender/Record option box appears.
option box only appears if
you have tape editing
hardware available and
properly installed.
Center
Centers the image during recording.
Fit
Scales the image to fit the selected VTR or FBD device.
TimeCode/Frame
The time code frame number on the tape to begin
recording. For example, if TimeCode/Frame is 00:10, the
Quick Render will begin recording ten minutes into the
tape.
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render
quality
slider
Resize Menu
Options Menu
Render Control
Toggles the render status display in the prompt line.
Selecting Render Control acts the same as selecting
DisplayTgls > Render toggles > Render status.
Render Globals
Opens the Render Globals window (see Render Globals
Window on page 417). Selecting Render Globals acts the
same as selecting Render > Globals.
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Save to Image
Saves the Quick Rendered image as an Alias pix file.
Tgl Persistence
Toggles the persistence of the Quick Render window. If Tgl
Persistence is ON, the Quick Render window will remain
open while you continue to work in the modeling
windows, until you click the Quick Render window’s
close icon. If Tgl Persistence is OFF, a mouse click will close
the Quick Render window and return you to the
wireframe view.
Active Objects
Renders only objects that are picked in the modeling
windows.
Background
Renders the background environment. After selecting
Background, set Tgl Persistence ON and click in the Quick
Render window to redraw the scene with the background.
Save Geometry
Keeps the tessellation of NURBS surfaces in memory to
provide a faster display (at the expense of using more
memory). The next time Quick Render refreshes, it can
skip the tessellation phase.
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Turbo Assist
Uses hardware shaders and lights to speed up the Quick
Render when possible. After selecting Turbo Assist, set Tgl
Persistence ON and click in the Quick Render window to
redraw the scene.
Shader Monitor
Automatically updates affected parts of the Quick Render
whenever you edit a shader. Quick Render uses the z-
buffer to only redraw the pixels of the shader, without
having to redraw the entire scene.
Flat Shading
Disables the smoothing algorithms and displays surfaces
using flat-color polygons. After selecting Flat Shading, set
Tgl Persistence ON and click in the Quick Render window
to redraw the scene.
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Quality
Controls the quality of the Quick Render (Low, Medium, or
High) by setting the number of subdivisions if Subdivision is
set to Global. The Quality setting does not affect final
renderings.
Render
Determines whether all objects (All) or only selected
objects (Active) are displayed during Quick Rendering. The
default setting is All.
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Subdivision
Determines whether the Quality setting’s global
subdivision parameters (Global) or individual objects’
subdivision parameters (Per Object) are used to subdivide
objects during Quick Rendering. The default setting is Per
Object.
Particles
Determines whether particles are displayed during Quick
Rendering. The default setting is Fast.
Flat Shading
Disables the smoothing algorithms and displays surfaces
using flat-color polygons. One normal of each triangular
facet represents the triangle, giving objects a faceted
appearance. When Flat Shading is OFF, objects are smooth
shaded.
Background
Displays the background environment. If Background is
OFF, the Quick Render displays the scene’s wire
background.
Shadow Pass
Performs a shadow pass calculation (if any shadow
casting spotlights exist) and displays shadows produced
by shadow casting spotlights. You may need to increase
Shading Frequency to better view shadows.
Output Image
Saves the Quick Rendered image as an Alias pix file.
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Turbo Assist
Uses hardware shaders and lights to speed up the Quick
Render when possible. The current settings in the Toggle
Shade Settings window determine how objects are Quick
Rendered. For example, if Turbo Assist is on in the Quick
Render Options window and Display Textures is on in the
Toggle Shade Settings window, then textures will be Quick
Rendered (even if Textures is off in the Quick Render Options
window).
Textures
Displays textures on surfaces. The default setting is ON.
You may need to increase the Shading Frequency value to
better view textures.
Animation
Quick Renders every frame of an animation. If Animation is
OFF, only the current frame is Quick Rendered.
Glow Pass
Performs a glow pass calculation (if any light or shadow
glows exist), and displays light and shader glows.
Persistence
Lets the Quick Render window remain open while you
continue to work in the modeling windows, until you
click the Quick Render window’s close icon. If Persistence
is OFF, a mouse click will close the Quick Render window
and return you to the wireframe view.
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Shading Frequency
The frequency of shading samples taken per patch. By
increasing Shading Frequency, you increase the quality of
the Quick Render (without increasing the number of
surface subdivisions). You may need to increase the
Shading Frequency value to better view shadows, or
surfaces with textures or high specularity. The slider range
is 0 to 10. The default value is 0.
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See renderer in the Utilities Direct render opens a new window on top of the active
online documentation. window, and renders that window’s view using one of the
four stand-alone renderers (renderer, raytracer,
powercaster, or powertracer) in one of five render modes
(Raycaster, Raytracer, Hidden Line, Powercaster, or Powertracer).
● Click the close icon on the left side of the title bar.
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Renderer Type
The type of renderer used: Raycaster, Raytracer, Hidden Line,
Powercaster, or Powertracer. If Renderer Type is Powercaster
or Powertracer, the Processors parameter becomes
available. The default setting is Raycaster.
Processors
Determines whether the renderer uses all available
processors (All), or only a certain number of the available
processors (User Defined). This parameter is only available
when Renderer Type is Powercaster or Powertracer. If
Processors is User Defined, the Num Processors parameter
becomes available. The default setting is All.
Num Processors
The number of processors the renderer uses. This
parameter is only available if Renderer Type is Powercaster
or Powertracer, and Processors is User Defined. The valid/
slider range is 1 to 32. The default value is 8.
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Using Sketch Render When you sketch render a model, the following processes are
automatically performed:
See Quick Render on 3 Either all surfaces or only active surfaces are Quick
page 397. Rendered in the active window (based on the current
settings in the Sketch Rendering Options window and in the
Global Quick Rendering Parameters window).
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Sketch Rendering
Options
Render
Determines whether all objects are sketch rendered (All), or
only active (picked) objects are sketch rendered (Active).
The default setting is All.
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See Animation on page 418. ◆ If you want to Modeler Wire render an entire
animation, open the Render Globals window
(Render > Globals), and set Animation ON. If you want to
Modeler Wire render a single frame, set Animation OFF.
See Output Image on ◆ If you want to save the Modeler Wire output, open the
page 404. Global Quick Rendering Parameters window
(Render > Quick render ❏), set Output Image ON, and click
Save.
See To record a Quick Render ◆ If you want to record the Modeler Wire output to a
animation to a video device: on video device, open the Global Quick Rendering
page 399. Parameters window (Render > Quick render ❏), set
Record ON, and click Save.
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Mode
Determines the appearance of objects in the Modeler Wire
rendered image. The default setting is Thin Lines.
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Rendering Parameters
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Global Rendering
Parameters
The global rendering The global rendering parameters control how the overall scene
parameters behave similarly will render.
to the Control Window
parameters (see Parameters
on page 38).
Render
Determines whether all objects in your scene are rendered
(ALL), or only active (picked) objects are rendered
(ACTIVE). The default setting is ALL.
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Animation
Determines if several frames of an animation are rendered
(ON), or only the current (single) frame is rendered (OFF).
The Animation setting determines if animation is included
in the SDL file. If Animation is ON, the Animation Range From
parameter and the Animation Output Filename Extensions
parameters become available. The default setting is OFF.
TIME SLIDER The Start and End values set in the Time
Slider.
MIN/MAX The minimum and maximum frames of
the animation. If an animation exists,
these non-editable values are displayed
below the Animation Range From
parameter.
Frame Start,End, By
The first (Frame Start) and last (End) frame number of the
animation to render, and the increment between frames
(By). These parameters are only available when Animation
Range From is GLOBAL.
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Modify Extensions
Lets you set the starting number (Start Extension) and the
amount which the extension is incremented by (By
Extension). If Modify Extensions is ON, the Start Extension and
By Extension parameters become available. The default
setting is OFF.
Extension padding
The total number of characters in file name extensions. If
the number of digits in the frame number is less than the
Extension padding value, then leading zeros are added to
the extension. For example, if the frame number is 12, and
the Extension padding value is 4, the image file will have the
extension <pixfile>.0012. The valid range is 0 to ∞.
The slider range is 1 to 10. The default value is 1.
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Global Quality
Parameters (when
Revert to V9.0
Tessellator is on
and Subdivision
Global Quality
Parameters (when
Revert to V9.0
Tessellator is on
and Subdivision
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Displacement Detail
Controls how finely surface areas with displacement maps
are tessellated. The higher the Displacement Detail value,
the finer the appearance of surface displacements;
however, rendering times may also increase. The slider
range is 10 to 256. The default value is 40.
Quality Type
Determines which set of render quality parameters are
used during rendering. Render quality parameters control
subdivision, anti-aliasing, and raytracing limits. The
default setting is PER OBJECT.
Subdivision Type
The method used to subdivide surfaces during rendering.
The default value is ADAPTIVE.
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Anti-aliasing Levels
If you are rendering a scene with a few small details that can
easily be missed, try setting the Minimum value to 0 or 1, the
Maximum value from 4 to 8, and the Threshold value from 0.9 to
1.0. This gives very short rendering times and excellent image
quality.
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Minimum
The minimum number of subdivisions (or super samples)
per pixel. The higher the Minimum value, the better the
anti-aliasing; however, a large Minimum value can
significantly increase rendering times. The valid/slider
range is 0 to 32. The default setting is 0.
Maximum
The maximum number of subdivisions (or super samples)
per pixel. The higher the Maximum value, the better the
anti-aliasing.The valid range is 0 to 32. The default setting
is 4.
If the Minimum value is greater than the Maximum value, the
Minimum value is automatically reset to the Maximum value.
Threshold
Uses the colors at each corner of a pixel to determine if
finer anti-aliasing is required. If the value differences at
each pixel corner are greater than the Threshold value, the
pixel is subdivided again. The valid/slider range is 0 to 1
(the maximum number of samples are always performed).
The default value is 0.7.
Jitter
Rotates the N-Rooks sampling template after each use to
avoid moire patterns on repeating pattern textures. Set
Jitter ON for higher quality rendering. The default setting is
ON.
Reduced Samples
Uses a sampling technique that avoids anti-aliasing every
pixel at the most expensive level. An occasional pixel’s
anti-aliasing is skipped if it will not be very noticeable
(speeding up the rendering process). This option,
however, may produce artifacts. The default setting is OFF.
Raytracing Maximum
Limits
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Maximum Reflections
The maximum number of times that a camera ray can be
reflected. The Maximum Reflections value overrides (that is,
limits) all shaders’ Reflect Limit values (see Reflect Limit on
page 92). The valid range is 0 to ∞. The slider range is 0 to
10. The default value is 10.
Maximum Refractions
The maximum number of times that a camera ray can be
refracted. The Maximum Refractions value overrides (that is,
limits) all shaders’ Refract Limit values (see Refract Limit on
page 92). The valid range is 0 to ∞. The slider range is 0 to
10. The default value is 10.
Composite Rendering
Options
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Composite Rendering
Renders objects so that they are not anti-aliased against
the background. For example, a pixel on the edge of an
object is not mixed with the background color—only the
subsamples actually striking the object are used to
compute the color of the pixel. The default setting is OFF.
In TIFF terms, Composite Rendering generates unassociated
alpha. The RGB anti-aliased images that result won’t look
too anti-aliased due to the unassociated alpha.
Coverage Threshold
The number of subsamples required for the pixel as a
whole to be considered part of the object and not part of
the background. For example, if the Coverage Threshold
value is 0.5, then at least half of the subsamples must
strike the object or it will be considered as a missed ray,
determined by the mask generated by the renderer. This
lets you control the bleed around the edges of a sprite.
This parameter is only available if Composite Rendering is
ON. The valid/slider range is 0 to 1. The default value is
0.5.
Memory Options The Memory Options include the Raytracing Memory Options and
the Texture Caching Memory Options.
Raytracing Memory
Options
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Subdivide Recursion
Limits the number of times spatial subdivision is
recursively applied to the scene. Increasing the Subdivide
Recursion value requires an exponentially greater amount
of memory. In general, keep the Subdivide Recursion value
set to 2 or 3. The valid/slider range is 1 to 4. The default
value is 2.
BBox Status
Controls how bounding boxes are stored in memory. The
default setting is FULL.
Voxel Resolution
Controls how voxel resolution is determined. Changing
voxel resolutions affects the amount of memory needed.
Only experienced users should adjust the Nth Root, X Res,
Y Res, or Z Res values. The default setting is Nth ROOT.
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Texture Caching
Controls how File textures are stored in memory. The
default setting is OFF.
Cache Size
The maximum memory size needed for all texture files if
Texture Caching is turned ON. The default setting is 256K.
Blur Effects
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Post Filter
Does more anti-aliasing after rendering is complete, using
a 3 pixel by 3 pixel Bartlet filter for each pixel. This
produces softer edges and improved image quality. If Post
Filter is ON, the Post Center, Post Adjacent, and Post Diagonal
parameters become available. The default setting is OFF.
Post Center
The center pixel weight for the 3 pixel by 3 pixel Post Filter
(Bartlet filter). The valid range is 0 to 1000. The slider
range is 0 to 20. The default value is 8.
Post Adjacent
The edge pixel weights for the 3 pixel by 3 pixel Post Filter
(Bartlet filter). The valid range is 0 to 1000. The slider
range is 0 to 20. The default value is 1.
Post Diagonal
The corner pixel weights for the 3 pixel by 3 pixel Post
Filter (Bartlet filter). The valid range is 0 to 1000. The slider
range is 0 to 20. The default value is 1.
Motion Blur
Blurs the motion of objects to produce smoother
animations. Motion blur is only calculated for objects
which have Motion Blurred on (see Motion Blurred on
page 447) and for cameras which have Motion Blur ON (see
Motion Blur on page 380). By default, all objects have
Motion Blurred turned on, and all cameras have Motion Blur
turned off. If Motion Blur is OFF, motion blur is not
calculated regardless of individual object settings. If Motion
Blur is ON, the Shutter Angle parameter becomes available.
The default setting is OFF.
Motion blur is only available during raycasting.
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Shutter Angle
The angle (in degrees) that the camera shutter remains
open. The greater the angle, the greater the motion blur
effect. For example, if the Shutter Angle value is 180,
moving objects are blurred over half of the frame step
time. The Shutter Angle parameter is only available when
Motion Blur is ON. The valid/slider range is 1 to 360. The
default value is 144.
Miscellaneous
Geometry Source
The source of the scene or geometry information used by
the renderer. The default setting is MODELER.
Textures
Determines if textures are rendered. The default setting is
ON.
Skeletons
Determines if skeletons are rendered. The default setting
is OFF.
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No Transp. in Depth
Controls whether transparent objects appear in the
camera’s depth file (see Depth on page 435). If No Transp. in
Depth is OFF, transparent objects appear in the depth file. If
No Transp. in Depth is ON, the Transparency % parameter
becomes available. The default setting is OFF.
Transparency %
The level of transparency an object needs in order to
appear in the camera’s depth file (see Depth on page 435).
For example, if the Transparency % value is 0.8, objects that
are more than 80 percent transparent do not appear in the
depth file. This parameter is only available if No Transp. in
Depth is ON. The valid/slider range is 0 to 1. The default
value is 1.
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Format
The file format that the rendered image will be output and
saved as. The default setting is ALIAS.
ALIAS Alias pix file format (see The Alias Pix File
Format in the File Formats and Data Transfer
online documentation)
SGI Silicon Graphics Image file format
TIFF Tagged Image File Format
TIFF16 Tagged Image File Format with 16 bits per
color component
RLA Wavefront image file format (an indexed
scanline file)
HARRY Quantel Harry image file format (four fixed
resolutions are supported: NTSC frame, NTSC
field, PAL frame and PAL field)
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Depth Format
The file format that the camera depth file will be output
and saved as (see Depth on page 435). The default setting
is ALIAS.
Fields
Controls whether rendering produces frames or fields. A
frame consists of two fields, odd and even. The odd field
contains every second line starting at the first line. The
even field contains every second line starting at the second
line. The default setting is OFF.
OFF frames
BOTH both odd and even fields
ODD odd fields only
EVEN even fields only
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Gamma Correction
A color correction factor applied to the rendered image.
The valid range is 0 to ∞. The slider range is 0 to 2. The
default setting is 1.
The Gamma Correction value (gamma_value) is applied to
each color channel (RGB), according to the following
formulas:
gamma_value
R
R = 255 x ( if R > 255, then R = 255
255 )
gamma_value
G
G = 255 x ( if G > 255, then G = 255
255 )
gamma_value
B
B = 255 x ( if B > 255, then B = 255
255 )
Camera Toggles
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Image
The renderer produces an RGB image (see Format on
page 432). The default setting is ON for the perspective
camera, and OFF (no image produced) for the
orthographic cameras.
Mask
The renderer produces an 8-bit mask or matte file for use
with compositing or paint software. If Mask is ON and the
image file output Format is TIFF, TIFF16, RLA, or SGI, the
renderer will not produce a separate mask file, but will
produce a four channel Image file (RGBA). The forth
channel (A) represents the mask information. The default
setting is OFF (no mask file produced) for all cameras.
Depth
The renderer produces a camera depth file (see Depth
Format on page 433). The default setting is OFF for all
cameras.
X Resolution, Y Resolution
The X and Y resolution of the rendered image. The valid
range is 0 to ∞. The slider range is 0 to 2048. The default
setting is 645 for X Resolution and 486 for Y Resolution.
If Image XY Ratio Lock is ON, then you cannot set the X
Resolution and Y Resolution values independently. You can
also set image resolution using several predefined values
(see Predefined Resolutions on page 437).
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Pixel
Device Aspect
Ratio
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Predefined Resolutions
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Add
Adds a new (blank) predefined resolution to the list which
you can then edit.
Delete
Deletes the selected predefined resolution from the list.
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Fill Color
The color of filled regions for all surfaces in the scene.
Line Color
The color of lines for all surfaces in the scene.
Particle Rendering
Parameters
Show Particles
Determines whether particles are rendered. The default
setting is ON (particles will be rendered).
Simulation substeps
Controls the accuracy of the particle simulation, most
notably when particle collisions are being calculated. If the
Simulation substeps value is small, particles may fail to
detect collisions with moving objects, or appear to bounce
off objects at the wrong time. Increasing the Simulation
substeps value produces more accurate animations, but
also increases rendering times. The valid range is 1 to ∞.
The slider range is 1 to 8. The default setting is 1.
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Use the horizontal scroll bar located below the object names
list to view names that are longer than the window view area.
Use the vertical scroll bar located along the left side of the
window to scroll through the list of object names when the list
is too long to be viewed in the window as a complete set.
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Editing Cells
Most cells are dimmed when The spreadsheet consists of several cells for each named
Revert to V9.0 Tessellator is object. Each cell can be edited when not dimmed. Most cells
off in the Render Globals can be toggled ON or OFF by clicking directly in the cell. When
window. Revert to V9.0
Tessellator is off by default. an option is toggled ON, the cell displays a check mark. When
See Revert to V9.0 Tessellator an option is toggled OFF, the cell displays a dash.
on page 420.
Some cells contain a numeric value. To edit a numeric cell,
click directly in the cell and then type a new value. Values
larger than six digits to the left of the decimal point are
displayed in scientific notation. Pressing Enter confirms the
entry. Pressing Esc aborts the edit.
Selecting Rows
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Menus
The Render Stats window menus contain tools to list and select
objects. To display a menu, click and hold the mouse on a
menu button at the bottom of the Render Stats window. The
default active menu item is displayed below each button.
Sort By Menu
nothing
Objects are not sorted.
type
Sorts objects alphabetically by surface type.
name
Sorts objects alphabetically by name.
The List Mode menu contains tools to control which objects are
listed in the Render Stats window.
all
Lists all surfaces.
active
Lists only active surfaces.
tgl groups
Displays the hierarchy of groups of surfaces. If Sort By is
nothing, and List Mode is tgl groups, object nodes with
surfaces below in the hierarchy are listed as shown in the
following illustration. A surface icon appears in the cell
row for each group node displayed. Clicking this icon
automatically selects all rows for cells which correspond
to the surfaces below this node.
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surface icon
Select Menu
The Select menu contains tools which let you select objects in
the Render Stats window and in the modeling windows.
Double Sided
Determines whether both sides of the surface will render.
If Double Sided is ON, both sides of the surface will render.
If Double Sided is OFF, only one side of the surface will
render; the side that renders is determined by the
direction of the surface normals and the setting of the
Opposite parameter (see Opposite below). The default
setting is ON.
You may not want to render both sides of a closed object,
such as a sphere, (for both performance and memory
reasons) because only one side of the object will be visible
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Opposite
Determines which side of the surface will renders when
the Double Sided parameter is OFF. If the wrong side of the
object renders, toggle the Opposite parameter. The default
setting is OFF.
Shadows
Lets the surface cast shadows during raycasting or
raytracing. If Shadows is ON, the surface casts a shadow.
The default setting is ON.
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Smooth Shading
Gives polysets a smooth appearance during rendering. If
Smooth Shading is OFF, one normal of each triangular facet
is used as a representation of the triangle, giving surfaces
a faceted appearance. The default setting is ON.
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Motion Blurred
Blurs the motion of the surface to produce smoother
animations. To use this option, Motion Blur must be ON (see
Motion Blur on page 429). The MB Texture Samples and MB
Shading Samples values control the smoothness of the
motion blur effect (see MB Texture Samples and MB Shading
Samples below). The default setting is ON.
Reflect Only
Determines whether the surface will be reflection
raytraced only. If Reflect Only is ON, the object is
highlighted and will only appear in reflections or
refractions during raytracing, but will be invisible
otherwise. The default setting is OFF.
MB Texture Samples
The number of texture samples taken over the motion blur
period (for motion blurred surfaces only). The valid range
is 1 to 6. The default value is 2.
If the texture on a motion blurred surface appears
“jittery”, or not smoothly blurred, increase the MB Texture
Samples value by 1, test render, and repeat until the
texture is anti-aliased to your satisfaction. The actual
number of samples taken increases exponentially with the
MB Texture Samples value. Increasing this value also
increases rendering time, so keep it as low as possible.
MB Shading Samples
The number of shading samples taken over the motion
blur period in a pixel sample (for motion blurred surfaces
only). The valid range is 1 to 5. The default value is 1.
Generally, one sample is enough to represent the shade of
a surface in each pixel sample. Thin specular highlights,
bump maps, and displacement maps, however, can alias
incorrectly with only one shading sample. When you use a
bump or displacement map, MB Shading Samples will
automatically increase to 2 (if it is set to 1). If a sample
value of 2 is not sufficient to anti-alias your geometry,
increase the MB Shading Samples value. Increasing this
value can dramatically increase rendering time, so
increase it with caution, and only for those surfaces that
display aliasing with the default settings.
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Rendering
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Render Overview
Raycasting
Raytracing
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2 Type the full path and file name for the rendered image in
the File Requestor, or click Show List and select the file using
the File Lister. If you select a file using the File Lister, the
renderer will overwrite the file with the rendered image
file.
See Create Preview Image on The renderer may also create the file <pixfile>.test in
page 424. the pix directory (the preview image) if you are
raytracing and Create Preview Image is ON in the Render
Globals window.
Any errors that occur and cause the renderer to quit, are
summarized in the errlog file, which you can view by
selecting File > Show > Errlog.
You can render more than You can only render one file interactively within
one file at a time from a StudioTools. If you start a second render before the first
UNIX command line. render is completed, the following message appears.
See Command Line Rendering
on page 462.
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See Previewing a Rendered 1 Select Animation > Flipbook. The File Requestor appears.
Animation with FlipBook
(UNIX only) in the Animating 2 Use the File Requestor to select the first pix file of the
book. animation you want to view, and click Show.
The Flipbook window appears and automatically displays
the rendered animation.
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Rendering Options
Renderer Type
The type of renderer used: Raycaster, Raytracer, Hidden Line,
Powercaster, or Powertracer. The icon in the Rendering
Options window changes if you change Renderer Type. If
Renderer Type is Powercaster or Powertracer, the Processors
parameter becomes available. The default setting is
Raycaster.
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Processors
Determines whether the renderer uses all available
processors (All), or only a certain number of the available
processors (User Defined). This parameter is only available
when Renderer Type is Powercaster or Powertracer. If
Processors is User Defined, the Num Processors parameter
becomes available. The default setting is All.
Num Processors
The number or processors the renderer uses. This
parameter is only available if Renderer Type is Powercaster
or Powertracer, and Processors is User Defined. The valid/
slider range is 1 to 32. The default setting is 8.
Host
Determines whether rendering occurs on the local
computer (Local) or on a remote computer (Remote). If Host
is Remote, the Hostname and Location parameters become
available. The default setting is Local.
Hostname
The name of the computer where rendering occurs. This
parameter is only available if Host is Remote. You must
have a user account on the remote computer, and the
remote computer must have a StudioTools renderer
installed. The default setting is local.
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Location
The path on the host computer (Hostname) where
rendering occurs. This parameter is only available if Host
is Remote. The default setting is the current project
directory.
The remote location must include any pix files used by
shaders, or the remote computer must be NFS (Network
File System) mounted to your local computer and your
ALIAS_PIX_SEARCHPATH environment variable set
accordingly. See NFS Overview in the Release and
Installation Notes, and ALIAS_PIX_SEARCHPATH
(Rendering) in the Release and Installation Notes.
Test Render
Automatically names the rendered image file
_username_computername_v95_test_render. If Test
Render is ON, the Image Creation and Test Resolution
parameters become available. The default setting is OFF.
Because the renderer does not prompt you for an SDL file
name, it creates a temporary SDL file and then
automatically removes it once the render is complete.
Image Creation
Determines whether the test rendered image file is saved
or overwritten by subsequent test renders. If Image
Creation is Overwrite, the test rendered image file has the
same name as the previous test rendered image file. If
Image Creation is Save, the test rendered image file is given
a unique name by adding a number suffix to (or
incrementing the number suffix of) the previous test
rendered image file name (for example,
_username_computername_v95_test_render3).
The default setting is Overwrite.
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See Animation on page 418. ◆ Animation (in the Render Globals window) must be ON.
If Animation is OFF, a warning message appears and the
render continues as if Write SDL per frame was OFF.
◆ Make sure you are at the first frame of your animation
before rendering.
◆ You must save the wire file before rendering it. The
renderer uses this saved wire file to create the SDL
files and image files.
◆ If DisplayTgls > Render Toggles > Render status is on, the
progress bar indicates the percentage complete of the
entire animation (rather than just one image file as in
normal renders).
◆ Motion blur, Show Pix, Test Render, and Remote
rendering do not work when Write SDL per frame is ON.
Reset
Resets all Rendering Options to their default settings.
Save
Saves the current Rendering Options settings for use by all
subsequent renders.
Exit
Closes the Rendering Options window. The scene is not
rendered, and any changes you have made to the
Rendering Options are not saved.
Go
Renders the scene using the current Rendering Options
settings.
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There are, however, some cases where you may want to edit
an SDL file:
● for absolute, mathematical control over scene elements
such as models, animation paths, and shaders
● to modify a generated SDL file manually, or with another
program
● to create new procedural effects using the general
programming features of SDL.
Once you have an SDL file describing a scene, you can then
render it either within the interactive modeler, or using one of
the stand-alone renderers (see Command Line Rendering on
page 462). See the Alias Scene Description Language online
documentation for more information.
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2 Type the full path and file name for the SDL file in the File
Requestor, or click Show List and select the file using the File
Lister. If you select a file using the File Lister, the SDL file
will overwrite that file.
2 Type the full path and file name for the SDL file in the File
Requestor, or click Show List and select the file using the File
Lister.
3 Click Edit Text. The text editor opens with the SDL file
displayed inside.
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The default text editor is jot. You can change the default
editor by setting the ASCII Editor parameter in the Alias
Preferences window (see ASCII Editor in the Studio Interface
section of the Basic Tools book). For more information on
using jot, select the Help menu in the top right corner of the
jot window.
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where:
-a# sets the anti-aliasing level (aalevel) to the integer #. aalevel is the
maximum anti-aliasing level per pixel.
-b# sets the by frame number for animation sequences to the floating point
number #.
-B# sets the by extension for animation sequences to the integer #.
-c <quantized_ outputs the quantized image to the file <quantized_output_file>
output_file> after each frame.
-C color_map_ uses the SGI image format file <color_map_filename> as the color map
filename to refer to for quantizing after each frame.*
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-s# sets the starting frame number for animation sequences to the floating
point number #.
-S# sets the start extension for animation sequences to the integer #.
-t# sets the aathreshold to the integer #. aathreshold is the anti-aliasing
threshold value that adaptively super-samples pixels based on color
difference. The higher the value, the more sensitive the super-sampling is
to color difference.
-T# sets the number of Y pixels in a tile to the integer #. A tile is a row of pixels
to be rendered together. The main reason to use this option is to reduce the
amount of memory used by lowering the Y value. This controls the tile size
the image is broken up into for rendering and has no effect on the final
image or its resolution.
The more tiles, the better the load balancing, but the process may be slow.
The default tile size is 15 scanlines. You may want to increase the tile size
for images with over 1K of vertical (Y) resolution, to a value between 40
and 60. For images with less than 500 pixels vertical (Y) resolution,
decrease the tile size to a value between 10 and 25
-v render normally outside of viewport region
-V render image with hidden lines
-w# sets the image width for the partial image to be rendered to the integer #
without changing the view port. However, this sub-region to be rendered
always originates from the lower left hand corner of the image. The integer
# moves the origin of this window around the view port.
-W# sets the ylow for backgrounds to #. The ylow and yhigh define the region
of the rendering, specified in pixels, where the background should appear.
-x# sets the xleft to the integer #. xleft is the left corner of the partial image to
be rendered.
-y# sets the ylow to the integer #. ylow is the left corner of the partial image to
be rendered.
-Y# sets the yhigh for backgrounds to #. The ylow and yhigh define the region
of the rendering, specified in pixels, where the background should appear.
filename sets the SDL file name to a specific file name. If no file name is specified,
standard input is used.
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There are several options that you can use with the stand-
alone renderers (see Using the Stand-alone Renderers on
page 462).
The renderer displays information on the elapsed time for
each frame and for the total render. For example:
Alias Renderer, Version 8.5.1 (/usr/alias/bin/
renderer.i6.4k)
Elapsed time for the parse (hh:mm:ss): 00:00:00
Completed pix/Nebula file
Memory(kb): 3099
Elapsed time for the Raycast (hh:mm:ss): 00:00:15
Elapsed time for the Frame Render (hh:mm:ss):
00:00:15
Elapsed time for the Total Render (hh:mm:ss):
00:00:15
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Distributed Rendering
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See the appendix on NFS in The Rendering Control window uses the NFS (Network File
Release Notes and Installation. System) to communicate with computers connected via a
network. NFS must be installed on all computers on the
network in order to use Rendering Control.
In addition, all paths and file names used within the Rendering
Control window must be NFS accessible from all computers.
For example, the following path is NFS accessible from all
computers:
/nfs/machine/usr/people/awdemo/user_data/demo/sdl
All paths and file names used within the Rendering Control
window must also be readable and writable from all
computers. You can make a file or directory of files readable
and writable from all computers using the UNIX command
chmod. For example, to make a directory of files readable and
writable from all computers you would type the following in a
UNIX shell:
chmod a+rwx /usr/people/awdemo/user_data/demo/sdl
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Opening the Rendering You can open the Rendering Control window either within
Control Window StudioTools or from a UNIX shell.
● If you open the Rendering Control window within
StudioTools, make sure that the Control Location in the Alias
Preferences window is NFS accessible, and readable and
writable, from all computers. If you change the Control
Location, you must exit and re-start StudioTools for the
change to take effect. See Distributed Render Control Options
in the Studio Interface section of the Basic Tools book.
● If you open the Rendering Control window from a UNIX
shell, you must specify the path to the control location
when you enter the rndctl command.
Creating a Job Once you have opened the Rendering Control window, you
must create a job. A job is an SDL file that you want to render.
You can create one or several jobs.
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To create a job:
See Add on page 487. 1 Select Job Maint > Add to open the File Requestor.
2 Use the File Requestor to select the SDL file you want to
render, and click SDL filename. The job appears in the Jobs
section of the Rendering Control window.
See Jobs on page 476. Edit the parameters in the Jobs section of the Rendering
Control window to change the job’s name, its rendering
priority, its SDL file name, or the number of frames to
render. Make sure the path to the SDL file is NFS
accessible from all computers that you want to render on.
See Output Paths on Edit the parameters in the Output Paths section of the
page 478. Rendering Control window to change where and how the
job’s pix files are saved. Make sure the Output Paths are
NFS accessible, and readable and writable by all
computers you want to render on.
See Input Paths on page 480. Edit the parameters in the Input Paths section of the
Rendering Control window to change where the job’s source
image files can be found. Make sure that the Input Paths are
NFS accessible from all computers that you want to render
on.
See Job Scheduling on Edit the parameters in the Job Scheduling section of the
page 481. Rendering Control window to change the times when you
want the job to render.
Assigning a Resource to You must assign at least one resource to each job. A resource
a Job represents a computer that a job can render on. (Different
resources can represent different processors on the same
computer.) By default, there is only one available resource that
uses the local computer. You can assign a single resource to
several jobs. You can also add additional resources to the
Rendering Control window, and then assign one or several
resources to each job.
To add a resource:
See Add on page 487. ● Select Resource Maint > Add. A new resource appears in the
Available Resources section of the Rendering Control window.
By default, the resource is named new_resource_#.
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See Current Resource on Edit the parameters in the Current Resource section of the
page 484. Rendering Control window to change the resource’s name,
its host name, the maximum number of frames that can be
rendered on the resource, and the times when the resource
is available to render jobs.
See Add a Resource on 3 In the Resource List section of the Rendering Control
page 483. window, select Add a Resource. The resource appears in the
Resource List section of the Rendering Control window.
To assign another resource to the job, select the resource in
the Available Resources section of the Rendering Control
window, and then select Add a Resource.
See Remove a Resource on 2 In the Resource List section of the Rendering Control
page 483. window, select the resource you want to remove from the
job, and select Remove a Resource. The resource disappears
from the Resource List section of the Rendering Control
window.
Rendering a Job Once you have a job with at least one resource assigned to it,
you can then render that job.
To render a job:
1 In the Jobs section of the Rendering Control window, select
the job you want to render.
See Raycast, Raytrace, 2 Select Render > Raycast in the Rendering Control window (or
Powercast, Powertrace, Raytrace, Powercast, Powertrace, or HiddenLine).
HiddenLine on page 489.
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See Pause Job on page 481 Daemon programs are only launched if the job is available
and Availability on page 484. to render (Pause Job in the Job Scheduling section of the
Rendering Control window) and the resource is available for
rendering (Availability in the Current Resource section of the
Rendering Control window).
You can render several jobs simultaneously by repeating
steps 1 and 2 above. The order that jobs are rendered is
based on their Priority setting (in the Jobs section of the
Rendering Control window).
Once you have begun rendering a job (or a series of jobs),
you can exit the Rendering Control window, and restart it at
any time, without affecting the jobs currently rendering.
See Abort on page 487. 2 Select Job Maint > Abort in the Rendering Control window.
Monitoring Rendering
See Job Status on page 476, Once you have begun rendering a job (or a series of jobs), you
Rendering Log on page 482, can use the Rendering Control window to monitor the progress
and Image Grid on page 487. of each job. During rendering, the Job Status (in the Jobs
section of the Rendering Control window) updates: first to
pending, then to the percentage completed, and finally to
finished. The Rendering Log also updates to display information
on each frame as it renders. For a graphical representation of
the status of each frame of the job, open the Image Grid by
selecting Job Maint > Image Grid.
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Viewing a Rendered Job You can view either the frame currently rendering, or the
rendered animation (all frames rendered so far).
See Wrl Active on page 489. ● Select Render > Wrl Active.
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You can also open the ● Select Render > Distributed render.
Rendering Control window
by typing rndctl -l
<control_location_pat
h> in a UNIX shell. See rndctl
in the Utilities online
documentation.
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Jobs
A job is an SDL file that you The Jobs section of the Rendering Control window contains a job
want to render. list and several job parameters. The job list lists the current
status of each job. The job parameters are those of the selected
(highlighted) job in the job list. To select a job and display and
edit its parameters, click on the job in the job list.
See Add on page 487 and To add a job to the job list, select Job Maint > Add in the
Delete on page 487. Rendering Control window. To delete a job, click on the job in
the job list and select Job Maint > Delete.
Job Name
The name of the rendering job. You can change the Job
Name at any time without affecting the status of the job.
Job Status
The current status of the selected (highlighted) job in the
job list: aborted, finished, stopped, failed, pending, or
percentage completed. You cannot edit this parameter.
A running job is divided into tasks. A task consists of a
number of frames of a job. The size, or the number of
frames of the task is determined by the Max Frames value
under Current Resource (see Max Frames on page 484).
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Priority
The priority of the selected (highlighted) job in the job list:
immediate, 1 to 10. Jobs with immediate Priority are rendered
before jobs with Priority 1; jobs with Priority 1 are rendered
before jobs with Priority 2, and so on. Multiple jobs that
have identical Priority are rendered concurrently on a
machine.
Frames Total/Done
The total number of frames and the number of rendered
frames in the selected (highlighted) job in the job list. You
cannot edit these parameters.
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fields, or you can click the arrow on the right side of the
file name field to open the File Requestor, and select the
SDL file using the File Requestor.
Output Paths
The Output Paths parameters describe pix and matte file names
and their extensions for the selected (highlighted) job in the
job list.
Output Mattes
Causes the renderer to produce a mask file (in addition to
the pix file). If Output Mattes is OFF, the renderer does not
produce a mask file unless the SDL file itself contains a
matte = <filename> statement in the Definition
section or a mask = <filename> statement in the
Camera section. The default setting is OFF.
If there is a matte = <filename> or mask =
<filename> statement in the SDL file, and these
statements were created by StudioTools (for example,
during File > Export > SDL), the <filename> is relative to
the current project directory. Because the distributed
render daemon requires an absolute path, the renderer
will not be able to write the mask file to the correct
directory.
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Define Extensions
Lets you set the starting number (Start) and the amount by
which the extension is incremented (By) for the rendered
pix files’ extensions. If Define Extensions is OFF, the
extensions are defined by the settings in the SDL file. If
Define Extensions is ON, the Start/By and Extension Size
parameters become available. The default setting is OFF.
Extension Size
The total number of characters in file name extensions. If
the frame number is less than the Extension Size value,
then leading zeros are added to the extension. For
example, if the frame number is 25 and the Extension Size
value is 4, the pix file name would be <filename>.0025.
The slider range is 0 to 100. The default setting is that in
the SDL file.
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Input Paths
To edit a path, click or double click it, type in the new path and
press Enter. Because the Input Paths list is moved into an
environment variable for use by the renderer, the length of a
path cannot exceed the maximum length of an environment
variable. Remove any paths from the list that you know will
not be needed during rendering.
Add a Path
Adds a blank line to the Input Paths list.
Remove a Path
Deletes the selected (highlighted) path in the Input Paths
list.
Job Scheduling
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The Job Scheduling section lets you specify if and when a job
can be rendered.
Pause Job
Determines if a job is available for rendering. The default
setting is AVAILABLE.
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Rendering Log
last pix file name extension
associated resource
status
number of attempts
Resource List
A resource represents a The Resource List lists the resources (computers) that a job can
computer (and number of render on. The list contains the Resource Name, the Host Name,
processors) that a job can and if the job is running, the current frame of the task on this
potentially render on.
Several resources can use the resource. You can add or remove resources from this list using
same computer. You can also the Add a Resource and Remove a Resource buttons. When you
control the maximum start a job and its status becomes pending, resources from the
number of frames that can Resource List are used as they become available.
render on resource.
When you start a job (by selecting an option from the Render
menu in the Rendering Control window), daemons are launched
for that job on all resources listed in the Resource List (if they
are not already running). If a job is already running when you
add a resource to that job’s Resource List, a daemon is not
launched for that resource. To launch a daemon for the new
resource, start the job again (by re-selecting the option from
the Render menu); this launches the daemon on the new
resource without affecting the running job.
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Add a Resource
Adds the resource that is selected (highlighted) in the
Available Resources list to the Resource List.
Remove a Resource
Deletes the resource that is selected (highlighted) in the
Resource List.
Available Resources
A resource represents a The Available Resources list lists those resources that are
computer (and number of potentially available for use by any job. The list contains the
processors) that a job can Resource Name and Host Name for each available resource.
potentially render on.
Several resources can use the
same computer. You can also If a resource is selected by someone else running Rendering
control the maximum Control, that user’s login name appears to the right of the
number of frames that can resource’s Host Name.
render on resource.
If a resource has its Availability set to LOCKED, or set to USE
SCHEDULE and the Resource Schedule Chart does not allow
rendering at the present time, a lock icon appears to the left of
the Resource Name.
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Current Resource
Resource Name
The name you want to use to describe the resource.
Host Name
The machine name of the resource. This is the name
returned by the UNIX hostname command.
Max Frames
The maximum number of frames per task for this
resource. Adjust the Max Frames value to control the load
balance on the network. The slider range is 0 to 10.
Num Processors
The maximum number of processors that the resource will
allocate to a job. The slider range is 1 to 8. The default
value is 1.
Availability
Determines if the resource is available for use. The default
setting is USE SCHEDULE.
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Associated Jobs
The Associate Jobs list lists any jobs that are pending to use the
current resource. The job status is indicated on the right side of
the list.
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Control Options
Control Location
The control_location_path. You cannot edit this
field.
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Delete
Deletes the job that is currently selected (highlighted) in
the Jobs list. A confirm box is displayed before the job is
actually deleted.
Abort
Stops the rendering of the job that is currently selected
(highlighted) in the Jobs list. A confirm box is displayed
before the job is actually aborted.
Reset
Restarts the job that is currently selected (highlighted) in
the Jobs list. Use Reset to restart a daemon that has died
and left tasks in an undetermined state. A confirm box is
displayed before the job is actually reset.
Clone
Creates a new job based on the job that is currently
selected (highlighted) in the Jobs list. All job parameters
for the new job are the same as the original job except for
Job Name and Sdl Filename which have .clone appended as
a reminder that you should edit these fields. A confirm
box is displayed before the job is actually cloned.
Image Grid
Displays the Image Grid.
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Because the Image Grid has to read and decode each entire
file to determine if it is present and/or complete, the
window can be slow to load and/or update. To load the
Image Grid as fast as possible, open it on the machine
where the image files reside. To change the job that the
Image Grid displays, you must re-select Job Maint > Image
Grid from the Rendering Control window.
update
Updates the display in the Image Grid.
tasks
Outputs a list of tasks that remain to be completed to
standard out. You can then use this list as a reference for
creating new jobs to complete the animation.
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Render Menu
Raycast, Raytrace, Powercast, Powertrace, HiddenLine
Raycasts, raytraces, powercasts, powertraces, or hidden
line renders the job currently selected (highlighted) in the
Jobs list (see Renderer Type on page 455).
Delete
Deletes the resource that is selected (highlighted) in the
Available Resources list.
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F ilters
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Filters
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Filters Overview
You can access the Filter menu by selecting Render > Filter.
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Filters Overview
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Quantize Filter
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Quantize Filter
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Quantize Options
Frame Options
Application
Determines whether a single frame is converted (SINGLE),
or an entire animation is converted (SEQUENCE). If
Application is SEQUENCE, then the Start, End, By, and
Extension size parameters become available. The default
setting is SINGLE.
If Application is SEQUENCE and a colormap is being
generated (for example, if the Input field of the Colormap
options is empty), the quantizer reads in all images of the
animation before creating the colormap. This allows a
colormap to be generated for a sequence of frames whose
dominant colors may change over time.
Quantize is very memory-intensive. If a colormap is being
generated, then specifying too many files when file names
are requested may cause the quantizer to run out of
memory
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Start, End, By
The first frame (Start), last frame (End), and frame
increment (By) of the animation to be converted. The
frame number is appended to each file name. These
parameters are only available if Application is SEQUENCE.
For example, if the Start value is 1, the End value is 20, the
By value is 1, and the output file name is pixfile, then
the actual output file names will be pixfile.1,
pixfile.2, ..., pixfile.20. The default value is 1.
Extension size
The total number of characters in file name extensions. If
the frame number is less than the Extension size value, then
leading zeros are added to the extension. For example, if
the Extension size value is 3, and the file name is pixfile,
the actual file names will be pixfile.001,
pixfile.002, and so on. If Extension size is 1, the actual
file names will be pixfile.1, pixfile.2, and so on.
This parameter is only available if Application is
SEQUENCE. The slider range is 1 to 6. The default value is
1.
Quantization Options
Dither
Dithers the quantized image. Dithering examines the
difference (error) between the real color and the quantized
color, then distributes the difference to the surrounding
pixels, which have not yet been quantized. The default
setting is None.
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Average Deviation
Uses the average deviation of pixels in a certain color range
to split colors when creating the color lookup table. If
Average Deviation is OFF, quantization uses the number of
pixels in a certain color range to split colors when creating
the color lookup table (the median cut method). If Average
Deviation is OFF and quantization does not produce
acceptable results, set Average Deviation ON. The default
setting is OFF.
Bit depth
Determines the number of colors to be used in the
quantized image. The slider range is 1 (2 colors) to 16
(65536 colors). The default setting is 8 (256 colors).
Colormap Options
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Input
The file name of the colormap to be used for all input files.
If you do not specify the colormap (that is, if Input is
blank), Quantize automatically generates a colormap
based on all input image files.
Output
The file name that the colormap generated by Quantize
will be saved as. If you do not specify an output colormap
file name, the colormap will not be saved.
Other Options
Store TIFF
Outputs the image file(s) in TIFF colormap image format.
Only 8 bits/pixel TIFF files can be generated. The default
setting is OFF.
Black elimination
Determines whether black pixels are considered when
creating the colormap, and whether black pixels are
quantized to (0,0,1) when outputting the image.
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Verbose
Provides feedback on the quantization by writing
diagnostic information in the errlog. The default setting is
OFF (no diagnostics).
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OMFI Filter
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OMFI Filter
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OMFI Options
Mode
The direction of the conversion. The default setting is
Image to OMFI.
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Input Image
Determines whether a single frame is converted (Single
Frame), or an entire animation is converted (Sequence). If
Input Image is Sequence, then From Frame, To Frame, and By
Frame parameters become available. The default setting is
Single Frame.
Image Compression
Specifies whether the output OMFI file will contain JPEG
compressed images (Avid) or not (None). Compression uses
the JPEG compression tables specified in the ISO JPEG
standard. This significantly reduces the size of the OMFI
file, but can also result in significant loss of detail. The
default setting is None.
Video Mode
Resets the edit rate that is set in the OMFI file to NTSC
(29.27), PAL (25), or user defined value (USER). If Video
Mode is USER, the User Edit Rate parameter becomes
available. The default value is NTSC.
Resets the edit rate that is set in the OMFI file to a user-
defined value. The slider range is 1 to 100. The default
value is 29.97.
The first frame (From Frame), last frame (To Frame), and
frame increment (By Frame) of the animation to be
converted. The frame number is appended to each file
name. These parameters are only available if Input Image is
Sequence. For example, if the From Frame value is 1, the To
Frame value is 20, the By Frame value is 1, and the output
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Layout
Click to choose an item from the menu to create a custom
OMF formatted file. The default setting is Full Frame.
OMFI Sliders
Leading Lines
The number of black lines at the beginning of each OMF
image. The slider range is 0 to 100. The default value is 0.
Trailing Lines
The number of black lines at the end of each OMF image.
The slider range is 0 to 100. The default value is 0.
Q Value
The Q parameter used for the computation of the JPEG
compression coefficients. The slider range is 0 to 100. The
default value is 0.
JPEG id
The JPEG identifier number stored in the OMF file. The
slider range is 0 to 100. The default value is 0.
File Extension
The extension used for the OMFI file. The default setting is
omf.
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Convert Filter
The Convert filter converts any format image file into any
other image file format.
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Convert Options
Convert Mode
The type of alteration made to the image during
conversion. The default setting is Gry. Lightness.
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Extract
Specifies which channels of the input image file to convert:
R, G, B, and/or Alpha. The default setting is R, G, and B.
Output Type
Specifies the bit-depth of the output image file: RGB (24
bit), Alpha (8 bit), RGB + Alpha (32 bit). The default setting is
RGB.
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Output Format
The format of the output (that is, converted) image file
(see Format on page 432). The default setting is Alias.
The first frame (From Frame), last frame (To Frame), and
frame increment (By Frame) of the animation to be
converted. The frame number is appended to each file
name. These parameters are only available if Input Images
is Sequence. For example, if the From Frame value is 1, the
To Frame value is 20, the By Frame value is 1, and the
output file name is pixfile, then the actual output file
names will be pixfile.1, pixfile.2, ..., pixfile.20.
The slider range is 0 to 100 for From Frame, and 1 to 100 for
To Frame and By Frame. The default value is 1.
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Gamma Filter
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Gamma Filter
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Gamma Options
Input Image
Determines whether a single frame is converted (Single
Frame), or an entire animation is converted (Sequence). If
Input Images is Sequence, then the From, To, and By
parameters become available. The default setting is Single
Frame.
Multipliers
Scaling factors applied to the RGB intensities of the image.
The slider range is 0 to 100. The default value is 1 (no
intensity change).
From, To, By
The first frame (From), last frame (To), and frame increment
(By) of the animation to be converted. The frame number
is appended to each file name. These parameters are only
available if Input Image is Sequence. For example, if the
From value is 1, the To value is 20, the By value is 1, and the
output file name is pixfile, then the actual output file
names will be pixfile.1, pixfile.2, ..., pixfile.20.
The slider range is 1 to 100. The default value is 1.
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Gamma Filter
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Resize Filter
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Resize Filter
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Input Image
Determines whether a single frame is converted (Single
Frame), or an entire animation is converted (Sequence). If
Input Image is Sequence, then the From, To, and By
parameters become available. The default setting is Single
Frame.
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Standard Sizes
Lets you specify the size of the output image file by
selecting one of eight predefined formats: NTSC, Pal, 4:2:2,
Slide, Academy, Full Cine, Abekas NTSC, or Abekas Pal. The
default setting is NTSC.
Size - X, Y
Lets you specify the size of the output image file by
entering X and Y values (see Predefined Resolutions on
page 437 for a list of common image resolutions). The
slider range is 1 to 100. The default value is 645 for X and
486 for Y (NTSC resolution).
The first frame (From Frame), last frame (To Frame), and
frame increment (By Frame) of the animation to be
converted. The frame number is appended to each file
name. These parameters are only available if Input Image is
Sequence. For example, if the From Frame value is 1, the To
Frame value is 20, the By Frame value is 1, and the output
file name is pixfile, then the actual output file names
will be pixfile.1, pixfile.2, ..., pixfile.20. The
slider range is 0 to 100 for From Frame, and 1 to 100 for To
Frame and By Frame. The default value is 1.
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4:2:2 Filter
The 4:2:2 filter converts any format image file to a 4:2:2 format
image file, or vice-versa.
Both NTSC and PAL video standards are supported. The valid
resolutions are as follows: NTSC (720 x 486), PAL (720 x 576).
The active vertical resolution for NTSC video is 486 lines, and
for PAL, it is 576 lines. All other resolutions are considered
invalid. Specific NTSC or PAL image attributes are determined
from file characteristics.
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4:2:2 Options
Mode
The direction of the conversion. The default setting is
Image to 4.2.2.
Input Images
Determines whether a single frame is converted (Single
Frame), or an entire animation is converted (Sequence). If
Input Images is Sequence, then the From, To, and By
parameters become available. The default setting is Single
Frame.
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From, To, By
The first frame (From), last frame (To), and frame increment
(By) of the animation to be converted. The frame number
is appended to each file name. These parameters are only
available if Input Images is Sequence. For example, if the
From value is 1, the To value is 20, the By value is 1, and the
output file name is pixfile, then the actual output file
names will be pixfile.1, pixfile.2, ..., pixfile.20.
The slider range is 1 to 100. The default value is 1.
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Op timization a n d
Trou b lesho o ting
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Optimization
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Optimization Overview
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Optimization Overview
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Raycaster/Raytracer Optimization
Raycaster Optimization
See Double Sided on Wherever possible make surfaces single-sided.
page 444.
See Shadows on page 265. Avoid using area and linear lights that cast shadows.
See Raytrace Parameters on Minimize the number of levels of reflection, refraction and
page 91 and Raytracing shadows either globally (Maximum Reflections, Maximum
Maximum Limits on Refractions, and Max Shadows Levels in the Render Globals
page 423.
window) or by shader (Reflect Limit, Refract Limit, and Shadow
Limit in the shader’s Control Window). A setting of 1 is usually
sufficient. One bounce of reflection is sufficient for most mirror
effects, and more than 1 level of shadows tends to be wasteful.
Even 2 levels of reflection (combined with refraction) will
substantially increase rendering time.
See Reflection on page 83. Where possible, use reflection maps instead of raytraced
reflections.
See Subdivide Recursion on If you have enough memory, try increasing the voxel Subdivide
page 426. Recursion value in the Render Globals window to higher values
such as 3 or 4. Memory use, however, may increase
exponentially by doing this.
See Use Depth Map on For spot lights that cast soft shadows, set Use Depth Map ON in
page 291. the light’s Control Window.
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General Optimization
Modeling and Shading Model your scene based on the camera’s view, and make every
element as simple as possible for that view. For example, if
your scene contains mountains in the distance, don’t model
them as displacements with lots of triangles and complex
shaders. Instead, use simple planes mapped with photos of
real mountains and with transparency maps for their profiles.
To create a field of asteroids, model some of the near asteroids,
use bump maps for the smaller ones, and use particles for the
smallest ones. For the most distant asteroids, use a few large
planes with transparency, color, and bump maps.
See Transparency on page 85. When building and trimming surfaces, use the minimum
possible number of CVs and isoparms. Use transparency maps
instead of trim surfaces when possible.
See Mask on page 435 and You may want to (or need to) create and render your scene in
Depth on page 435. different layers and then composite multiple renders using
mask and depth files and a compositor (for example, Maya
Composer or Maya Fusion).
Backgrounds
See Color on page 60 and Use If the background does not change during an animation, pre-
Back Color on page 88. render it and use it as a backdrop by assigning the pre-
rendered image to the Environment Color parameter. You can
cast shadows onto such a backdrop using the shader’s Use
Back Color parameter.
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Textures
See Blurmult on page 111, Adjust the Blurmult value to anti-alias textures rather than
Convert to Pix on page 113, setting the Anti-aliasing Levels values high. Only the File texture
and Convert Solid Tex on and some procedural textures have a Blurmult parameter. For
page 27.
surface textures that do not have a Blurmult parameter, try
using the Convert to Pix button to convert the texture to a pix
file (with or without anti-aliasing); for solid textures that do
not have a Blurmult parameter, try using the Convert Solid Tex
button to convert the texture to a pix file (with or without anti-
aliasing). Apply the pix file as a File texture, and adjust the File
texture’s Blurmult value.
See Rgboffset on page 110. Instead of using a large, high resolution texture, try combining
a large, low resolution texture with a repeating small scale,
high resolution texture for fine detail. You can apply the small
scale texture to the large scale texture as an Rgboffset or an
alpha offset. This can dramatically reduce memory usage.
You can convert the sky texture into a faster rendering ball
texture by simply rendering a square image of a sphere with
the sky reflection map (specularity 1, reflectivity 1, color
black). Make sure the sphere just touches the edges of the
view. This same trick can be used to pre-render raytrace
reflections.
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See Convert to Pix on If you have several textures “chained” together (that is,
page 113 and Convert Solid textures mapped onto textures), collapse them into a single File
Tex on page 27. texture using either Convert to Pix (for surface textures) or
Convert Solid Tex (for solid textures).
If a solid texture takes too long to compute and you can afford
the memory, use Convert Solid Tex and apply the pix file as a File
texture. This also gives you better control over texture
filtering.
See Texture Caching on Make all File textures as small as possible. If you must use
page 428. (“bot” textures) large texture maps, use Texture Caching (under Render Globals).
Glow
See Quality on page 64. If your scene contains shader glow, and you increase the
resolution of your render, lower the ShaderGlow Quality value
proportionally.
Lights Minimize the number of lights in your scene. Do not use lights
if you can use shader effects or textures instead. For example,
to create highlights on a face’s cheeks, do not create a linked
point light above each cheek; instead, use shader parameters
like translucence and texturing to create the effect. To create a
marque of lights, don’t actually create 100 lights; use a
textured shader instead. You can get the marque highlights by
using an environment map with a lot of bright glow spots.
Also ask if your effect should use a texture on a single light
rather then many lights.
See Volume Light on If you must use many lights in your scene, make them volume
page 301. lights. Volume lights do not calculate illumination for objects
outside their volume, and will render faster than other light
types.
See Shadows on page 265. Don’t make every light cast shadows; be selective.
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See Depth Maps in Memory on If shadows don’t change during an animation, reuse the
page 431 and Use Depth Map shadow depth map by setting Depth Maps in Memory ON (under
on page 291. Render Globals) or by using the -k or -K1 option with the
command line renderer. You can also reuse shadow depth
maps for individual spot lights by setting Use Depth Map ON
(under Shadow Casting).
Warps
See Warp Objects on Use triangle resolution instead of pixel resolution when you
page 353. don’t need the detail.
Animation
See Jitter on page 423. Set Jitter ON (under Render Globals) for animations. This
reduces the resolution of individual frames, but increases the
apparent resolution of the animation, just as a single grainy
film image looks smoother and sharper when seen in a
sequence.
See Object Rendering Set the Object Rendering Parameters (Minimum Subdiv, Maximum
Parameters on page 444. Subdiv, Curvature Threshold, Uniform U, Uniform V, MB Texture
Samples, and MB Shading Samples) as low as possible for each
object and for the camera view.
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See Motion Blur on page 429 Do not use motion blur for objects which do not move, or
and Motion Blurred on barely move, during an animation. You can turn off motion
page 447. blur either globally (under Render Globals) or by object (under
Render Stats).
See Shadows on page 445. Avoid shadow casting surfaces. The fewer shadow casting
surfaces there are, the faster the shadow map generation/
shadow casting will be. The smaller the volume bound by all
shadow casting surfaces, the higher the density of the shadow
maps (and the better the shadow quality).
See Anti-aliasing Levels on Keep the Anti-aliasing Levels as low as possible. They have a
page 422. very strong influence on rendering times. Use the following
suggested values:
Low 0 0
Medium 0 4
High 3 12
Preview Rendering
See Animation on page 418. Make sure Animation is OFF (under Render Globals). Parsing
animation curves can be very expensive.
See Render on page 417. If possible, set Render to ACTIVE (under Render Globals) so only
active objects are rendered.
Rendering Do not run any other major process on your machine during
rendering. If possible, do not even run any other minor
process (for example, wrl) during rendering.
Watch memory usage closely and avoid going into swap at all
costs (see Reducing Memory Usage on page 529).
Memory Usage If after optimizing your scene using the above techniques,
rendering may still use all of your available memory and some
swap.
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Make sure your system limits are set up to use all of the
memory available to you - “hinv” indicates RAM and “/etc/
swap -ln” indicates swap sizes. To make sure that all the RAM
is made available to your process, type “limit” and see if the
RAM information matches. The mismatch usually occurs
when you have more than 256 megs of RAM on your machine.
For File textures, set FILTER to OFF. This avoids allocating extra
memory when filtering for the texture map; however, this can
produce aliasing artifacts. See Filter on page 166.
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Or, you can add the following lines to the DEFINITION section
of the SDL file:
texture_caching = ON;
texture_cache_size = 32;
texture_cache_disk_limit = <maximum space to use
for textures>;
Use File > Export SDL to save the SDL file for your scene. Exit
the interactive package, and use the command line renderer to
render the SDL file.
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Troubleshooting
531
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Troubleshooting Overview
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Troubleshooting Overview
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Common Rendering Problems
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You must have root access 1 Create a file such that its file size represents the amount of
to increase the amount of swap space you want on your system disk.
swap space on your system
disk. For example, to create a 200 MB file you would type the
following in a UNIX shell:
mkfile 200m <filename>
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Common Image Problems
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Shadows from light fog may appear incorrect for very thin
objects, or
Light fog shadows shift over an animation
See Fog samples on page 291. Increase the Fog samples for the spot light.
See Use Shadow Map on ● For spot lights, toggle Use Shadow Map ON so that the
page 272. raycast shadows are used.
See Self Shadow Correction on The renderer incorrectly believes that a surface is behind its
page 291. shadow map.
See Min Depth on page 293. ● Set Min Depth (in the Self Shadow Correction parameters) to a
small positive number (in StudioTools grid units), for
example 0.01, for shadow casting spot lights. This
temporarily moves the surface (by the Min Depth value)
when the renderer is calculating shadows. If Min Depth is
too small, the surface will still be behind the shadow map.
If Min Depth is too large, other surfaces that should be in the
shadow may be moved in front of the shadow map.
Perform a test render, and adjust Min Depth until shadows
appear correct.
See Blend Offset on page 294. ● Instead of using Min Depth (as above), use Blend Offset. This
variable scales the amount it moves each point on the
surface based on the shadow map samples.
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See Shadows on page 445. ● If the object has a separate face facing the shadow casting
spot light, set Shadows off for that face (under Render
Stats).
The new shadow map ● Use the new shadow map algorithm by including the
algorithm is not enabled by following line in your SDL file for each spot light that casts
default because it has shadows:
problems shadowing
particles and light fog. use_old_shadow_map_algorithm=FALSE
See Self Shadow Correction on If objects are still moving fast enough to cause self-
page 291. shadowing, increase Min Depth or Blend Offset (in the Self
Shadow Correction parameters) for shadow casting spot
lights.
See Composite Rendering on ● Set Composite Rendering OFF (under Render Globals).
page 425.
See Anti-aliasing Levels on ● First increase Threshold under Render Globals. If the jagged
page 422. edges persist, increase Minimum and Maximum Anti-aliasing
Levels.
See Mesh Tolerance (cm) on Decrease the Mesh Tolerance value (under Render Globals).
page 420.
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See Mesh Tolerance (cm) on ● Decrease the Mesh Tolerance value (under Render Globals).
page 420.
Textures File textures are very noisy and not anti-aliased well, or
File textures appear to shift or shimmer over an animation
See Blur on page 111. ● Increase the Blurmult and/or Bluroffset values for the
texture.
See Curve Threshold on ● Increase the Anti-aliasing Levels Curve Theshold value under
page 422. Render Globals.
See Convert to Pix on ● Use Convert to Pix to convert the procedural texture to a file
page 113 and Filter on texture, and change the Filter type to QUADRATIC.
page 166.
See Chord Length on The surface may have uneven parameterization. Set Chord
page 161. Length ON under the texture’s Surface Placement parameters.
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See MB Texture Samples on If the texture looks grainy, increase MB Texture Samples (under
page 447. Render Stats) for the object. This will marginally increase
rendering time.
See MB Shading Samples on If the specular looks noisy, increase MB Shading Samples (under
page 447. Render Stats) for the object. This will noticeably increase
rendering time; increase MB Shading Samples only when
absolutely necessary.
See Object Rendering Increase the object tessellation by increasing either Minimum
Parameters on page 444. Subdiv and Maximum Subdiv (if Adaptive Subdiv is ON), or Uniform
U and Uniform V (if Uniform Subdiv is ON) for the object in the
Render Stats window.
See Motion Blur on page 380. ● If only the camera is animated, and nothing else (that is, a
flyby), make sure that Motion Blur is ON for the camera (in
the Camera Editor).
Some large triangles may extend beyond the camera and near
clipping planes. Objects may be too close together, causing
interpenetrating problems for motion blur.
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See Convert Solid Tex on If the moving object is a patch or a polyset with u,v
page 27. parameterization, use Convert Solid Tex and apply the pix file as
a File texture.
See Project to UV - Apply If the moving object is a polyset without u,v parameterization
Mapping on page 215. (for example, a ViewPoint model), apply the solid texture as a
Projection texture, and perform a Project to UV mapping (under
the texture’s Polyset Surface(U,V) Definition).
See MB Shading Samples on Increase MB Shading Samples for the transparent surface.
page 447.
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See MB Texture Samples on ● Increase MB Texture Samples for the textured surface.
page 447.
See MB Shading Samples on ● If the motion blur of specular highlights, bump maps or
page 447. displacement maps is jittery, increase MB Shading Samples
for the textured surface. This will increase rendering time,
so try increasing MB Shading Samples by one for each test
render until the streaks/jitter is eliminated.
See Animation on page 418. ● Set Animation ON (under Render Globals) before rendering.
See Use File on page 324 of ● Create a particle file by setting Save Particles ON (under
this book, and Save Particles Run Dynamics), and then set Use File ON (under Particle
in the Animating book. Emission parameters) to use the particle file when
rendering.
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See Transparency on page 85. ● Animate Transparency (in the shader’s Common Parameters)
instead of Visibility (in the Parameter Control window).
See Use File on page 324 of ● With the object visible, create a particle file by setting Save
this book, and Save Particles Particles ON (under Run Dynamics). Make the object
in the Animating book. invisible, and set Use File ON (under Particle Emission
parameters) to use the particle file when rendering.
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See Setting Keyframes for ● If you are using particles, and the transparent surface is
Isolated Animatable Properties not the particle emitter, then animate its Visibility (in the
in the Animating book. Parameter Control window).
● If you are using fog, try using a few very large particles
instead of the fog effect.
See Attenuate Transp. ● Try turning Attenuate Transp. OFF under Render Globals and
(Attenuate Transparency) on increasing Opacity Depth under the shader’s Special Effects
page 431 and Opacity Depth parameters.
on page 88.
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If you want the particles to have the exact same color as the
emitting object, then make sure that the particle Color
parameter is white.
Create a particle file, and then turn collision off for both the
NURBS surface and the particle system before rendering.
See Simulation substeps on Set Simulation substeps in Render Globals to the same value as
page 439 and Hair Segments Hair Segments in Particle Properties.
on page 335.
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See ShaderGlow on page 63. ● Set Auto Exposure OFF (under the environment’s
ShaderGlow parameters), and adjust the environment
shader’s ShaderGlow Glow Intensity and Halo Intensity by
hand until shader glows have the correct brightness.
See ShaderGlow on page 63. ● Render the animation with Auto Exposure ON, and select a
frame in which the shader glow brightness looks correct.
Render that frame only, again with Auto Exposure ON.
Open the out file (out.<name> in the sdl directory), and
find the Glow intensity normalization factor and
the Halo intensity normalization factor. Enter
these two values in the environment shader’s ShaderGlow
Glow Intensity and Halo Intensity parameters, and set Auto
Exposure OFF.
If you are also rendering at different resolutions, you must
also scale these values based on the difference in
resolutions (scale factor).
Light from a volume light exists only within its volume. If the
camera is not within this volume, then glow is not rendered.
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See Hide Source on page 89. Create a shader glow object with the same shape as the light,
and set Hide Source ON.
See Light Radius on page 270. Check the Light Radius (under Common Parameters). The default
setting is 1 (that is, two grid units in diameter). If Light Radius is
large in relation to the geometry in the scene, reduce Light
Radius to a value comparable to the size of the geometry.
See Hide Source on page 89. ● Render glows separately. Set Hide Source ON under Glow
parameters, and enter the command setenv
SEPARATE_GLOW_FILES 1 in the render shell. Render
the scene, and composite the two image files.
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See Warp Objects on page 353 If Warp Objects is set to PIXEL_RES, change it to
and Object Rendering TRIANGLE_RES and increase the object’s Minimum Subdiv and
Parameters on page 444. Maximum Subdiv (if Adaptive Subdiv is ON) or Uniform U and
Uniform V (if Uniform Subdiv is ON) in the Render stats window.
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See Shading Model on page 81 Use the Blinn shading model instead. Also try turning the Post
and Post Filter on page 429. Filter option ON in the Blur Effects section of the Render Globals
window.
See Post Filter on page 429. ● Set Post Filter ON in Render Globals.
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If the file has an alpha channel, then the alpha channel is used
for bump mapping. If the file does not have an alpha channel,
the RGB color channels are converted into a grayscale using a
luminance calculation, and then used for bump mapping.
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See Ignore Film Gate on Set Ignore Film Gate ON under Render Globals.
page 434.
See Use result in the Rebuild the curve or select CurveTools > Use result from the
Animating book. Action Window.
See Film Grain on page 68. Set Film Grain to 0.01 in the environment control window.
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See Post Filter on page 429. Set Post Filter ON under Render Globals, and set the Post Center,
Post Adjacent and Post Diagonal parameters to 4,2,1.
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Common Interface Problems
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See Object Rendering Reduce the subdivision level for the problem surface by
Parameters on page 444. reducing either Minimum Subdiv and Maximum Subdiv (if Adaptive
Subdiv is ON), or Uniform U and Uniform V (if Uniform Subdiv is
ON).
See Quick Render Options on Open the Global Quick Rendering Parameters window, make sure
page 403. Textures is ON, and perform a quick render. Toggle Shade
should now render textures correctly.
Press the Alt key and drag the mouse in the numeric field.
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Common Interface Problems