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Quality - Sampling and FilteringShading Samples The amount of rays, per pixel, the renderer will trace to perform shading computations. These computations include BRDF sampling, light sampling, subsurface sampling, transparency and any other shading element requested by the Materials. 3Delight uses an adaptive algorithm to automatically select the right shading component to sample, on a per-ray basis. This is the only samples settings in 3Delight for Maya as there are no per-material, per-light or per-BRDF settings. Pixel Samples Specifies in how many sub-samples each pixel will be subdivided. A draft quality setting for this parameter is 16; a high quality setting could be 64. Higher values might be needed when rendering large motion blur or depth of field. The default value is 9. Pixel Filter Specifies the type of the filter to use to re-sample the sub-samples. It should be noted that there is no additional performance cost for using more “complicated” filters instead of simpler ones (such as the ‘box’ filter). The default filter is ‘sinc’. Available values are: filter kernel notes
Pixel Filter These two parameters select the shape and the size of the screen filter. The available filter types are : gaussian, mitchell, catmull-rom, sinc, box and triangle. We recommend to use the gaussian pixel filter with a filter width of 2 as this will produce optimal quality.
Note: A larger filter width | ||||||
box | separable, scaled box filter, generally loses quality at higher filter width | |||||
triangle | ||||||
catmull-rom | separable, clamped filter. common in production work | |||||
mitchell | separable, scaled filter, requires a filter width of at least 4 | blackman-harris | ||||
bessel | separable, clamped filter. | |||||
sinc (default) | separable, clamped filter. Common in production work, requires a filter width of at least 4 | |||||
gaussian | generally provides a blurred look, and progressively loses quality at higher filter width |
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Specular
Reflection
Refraction
Hair
Specifies the maximum number of bounces a ray of the specified type may reach. Note that hair are akin to volumetric primitives and might need elevated ray depth to properly capture the illumination.
Max Reflection Depth
Sets the maximum bounces a reflected ray can reach. Reflection occurs when a ray bounces in the same hemisphere as the surface normal. Reflection rays include both mirror reflection and soft reflections due to rough surfaces. Setting this value to 0 will disable reflections.
Max Refraction Depth
Sets the maximum bounces a refracted ray can reach. Refraction occurs when a ray bounces in the opposite hemisphere of the surface normal. Refraction rays include hard refraction and soft refracton due to rough surfaces.
Max Hair Depth
Sets the maximum bounce depth a hair ray ray can have. Hair bounces are counted each time a ray hits another hair (that is a surface with a Hair and Fur material applied).
Max Distance
This sets the maximum distance a ray can travel in the scene. If no objects are hit within that distance the ray will only return illumination from light sources (including environment).