...
Excerpt | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|
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 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 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 implies a slightly slower filtering process. Note that enlarging some filters, such as the ‘gaussian’ or ‘box’ will blur the result and not increase the quality. Also, some filters do not work well with small width values. This is the case of the default ‘sinc’ filter for which it is not suggested to specify values less than 4, which is the default value. Motion Samples Specifies the number of times the transformation and the geometry of the objects are sampled during the exposure time. In order to get some motion blur, the number of samples should be set to at least 2 samples. Non-linear motion paths may require more than 2 samples to blur correctly. Quality : Maximum Ray Trace DepthsMax Diffuse Depth Sets the maximum bounce depth a diffuse ray can have. Diffuse bounces are counted each time a ray hits a diffuse surface.
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). Note that hair are akin to volumetric primitives and might need elevated ray depth to properly capture the illumination. 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). |
...