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These parameters are used to specify what action to take when a traced rays hit a surface. This can be specified separately for ray-traced shadows, ambient occlusion rays and global illumination rays.

Shadow Rays
Ambient Occlusion Rays

Hit ModeDescription
OpaqueThe surface will appear opaque to shadow and occlusion rays, and the RenderMan© shader generated from the surface material will not be evaluated. This is the default setting.
Run Material

The shader generated from the surface material will be evaluated in order to compute its proper opacity, each time a shadow or occlusion ray hits it. This is only useful with transparent or semi-transparent surfaces.

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Hit ModeDescription
Run MaterialThe material will be evaluated each time a GI ray hits it.
User SurfaceColor3Delight Vertex PropertyWe provide an alternate way of specifying the color bleeding information to the renderer. By painting a vertex color named `SurfaceColor3Delight' on the a polygonal mesh and enabling this option, 3Delight  3Delight for Softimage will Softimage will use the color for the color bleeding without executing any shaders. This allows for much faster color bleeding and global illumination.