![]() The smaller the region (and less complicated the materials and lighting), the faster the render will resolve. Both types of region rendering are set up in the same way. When region rendering is enabled you can control the region area size and position in two ways:Īdjust region size: click and drag the corners or edge handles of the region area. Uncheck the Region checkbox in the Render window Output options again if you want to disable region rendering. To activate output region rendering check the Region checkbox in the Render window Output options. Region rendering is an output option on both the Still Image and Animation tabs. Select the Render Region icon on the Ribbon again to disable real-time region rendering. To activate real-time region rendering click the Render Region icon on the Ribbon. In this example, the Region render image resolves 300% faster. Side-by-side comparison of a layered glass material with and without enabling Real-time Region Rendering below. Select Render to generate a full render of the region. The Region option will automatically be selected. Once it’s to your liking, open the Render window. Set and adjust the region you want to render in the Real-time View. ![]() Best Practices for Sharing and Embedding USDz and GLB Files. ![]() Best Practices for 3MF Export for 3D Printing.License Server Installation (PC) - Custom.Client Error: Unsupported KeyShot Version.Server Error: Invalid Mac Address (HostID).– just make sure to add an opacity map when using a label – otherwise you won’t be able to see the scattering medium. Control the label with the 4 primary Map Types – Diffuse, Specular, Bump and Opacity. With labels you can add another material onto the surface of the scattering medium. To use VDB filed on the density texture, add a Volume Map. The density texture will act as a sort of mask on the material – where the texture is black, no particles will be shown and the amount of particles will increase where the texture is lighter. As you increase the value, the noise will even out more and provide a more evenly distributed roughness. A value of 0 is uniform scattering, a negative value will scatter light backwards, a positive value with scatter light forwards.Ī low samples setting (8 or lower) will tend to make the surface look more noisy, which will give a more imperfect and rough look. Note, that in media with Multiple Scattering the color of the medium may be the inverse of the albedo color, since the scattering process can prevent light from reaching the observer as it travels through the medium.Ĭontrols how the light is scattered. AdvancedĪlbedo is the color of the light scattered by small particles inside the scattering medium. ![]() This will create a more physically correct representation of the material, but it affects the processing time. When checked the rays will bounce multiple times inside the geometry. A lower setting will show the color more in thin areas of the model, and a high setting will make the color faint in the thin areas.ĭetermines how close the particles are – High Density values will make the scattering medium seem more solid, where a low density value will make it appear more hazy, because the medium gets more thinned out. Use Transparency Distance to make the Transmission color more or less saturated and prominent. This slider controls the depth of the color selected in the Transmission setting, depending on the thickness of the part to which the material is applied. ![]() If you have set a color in the transmission, but it looks too faint, skip down to the color density section. The amount of color that you see in this material is highly dependent on the color density setting as well. When light enters the surface it will take on the color set here. This option controls the overall color of this material type.
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