Access Methods
Ribbon: Render
tab

Render

Render Presets
Toolbar:
Render
Command entry:
renderpresets
Summary
Reusable rendering parameters are stored
as render presets. You can choose from
among a set of installed render presets or you can create your own
custom render presets. Render presets are normally tailored for
relatively quick, preview renderings. Others might be created for
slower but higher quality renderings.
List of Options
The following options
are displayed.
Render Presets List
-
Displays a tree view
listing of all the presets stored with the current drawing. There
are two types of render presets: Standard and Custom.
The Standard and Custom
Render Presets trees can be re-ordered by dragging. Likewise, if
you have multiple custom presets, you can re-order them in the same
way. You cannot re-order the Standard presets inside the Standard
Render Presets list.
Preset Info
- Name
-
Specifies the name of
the selected render preset. You can also rename a custom preset.
Standard presets cannot be renamed.
- Description
-
Displays a description
of the selected preset.
- Thumbnail Image
-
Lists the name of a still
image that is associated with the select preset. This gives you
a visual idea of how the render settings will affect the rendered
image.
Click [...] to open the
Specify An Image dialog box (a standard
file selection dialog box) where you can
browse to and select a thumbnail image for presets you create.
Materials
- Apply Materials
-
Applies the surface materials
that you define and apply to an object. If Apply Materials is not selected,
all objects in the drawing assume the color, ambient, diffuse, reflection,
roughness, transparency, refraction, and bump map attribute values
defined for the GLOBAL material. For more information, see MATERIALS.
- Texture Filtering
-
Specifies if texture
maps are filtered.
- Force 2-Sided
-
Controls if both sides
of faces are rendered.
Sampling
Controls how the renderer
performs sampling.
- Min Samples
-
Sets the minimum sample
rate. The value represents the number of samples per pixel. A value
greater than or equal to 1 indicates that one or more samples are
computed per pixel. A fractional value indicates that one sample
is computed for every N pixels (for example, 1/4 computes a minimum
of one sample for every four pixels). Default=1/4.
- Max Samples
-
Sets the maximum sample
rate. If neighboring samples find a difference in contrast that exceeds
the contrast limit, the area containing the contrast is subdivided
to the depth specified. Default=1.
The values of the Min
Samples and Max Samples lists are "locked" together so that the
value of Min Samples can't exceed the value of Max Samples. An error
dialog box is displayed if the Min Samples value is greater than
the Max Samples value.
- Filter Type
-
Determines how multiple
samples are combined into a single pixel value. The filter types
are:
- Box. Sums all
samples in the filter area with equal weight. This is the quickest
sampling method.
- Gauss. Weights
the samples using a Gauss (bell) curve centered on the pixel.
- Triangle. Weights
the samples using a pyramid centered on the pixel.
- Mitchell. Weights
the samples using a curve (steeper than Gauss) centered on the pixel.
- Lanczos. Weights
the samples using a curve (steeper than Gauss) centered on the pixel, diminishing
the effect of samples at the edge of the filter area.
- Filter Width and Height
-
Specifies the size of
the filtered area. Increasing the value of Filter Width and Filter
Height can soften the image; however, it will increase rendering
time.
- Contrast Color
-
- Contrast Red, Blue, Green
-
Specifies the threshold
values for the red, blue, and green components of samples. These
values are normalized, and range from 0.0 to 1.0, where 0.0 indicates
the color component is fully unsaturated (black, or 0 in eight-bit
encoding) and 1.0 indicates the color component is fully saturated
(white, or 255 in eight-bit encoding).
- Contrast Alpha
-
Specifies the threshold
value for the alpha component of samples. This value is normalized,
and ranges from 0.0 (fully transparent, or 0 in eight-bit encoding)
to 1.0 (fully opaque, or 255 in eight-bit encoding).
Shadows
Contains settings that
affect how shadows appear in the rendered image.
- Enable
-
Specifies if shadows
are computed during rendering.
- Mode
-
The shadow mode can be
Simple, Sort, or Segments.
- Simple. Generates
shadow shaders in a random order.
- Sort. Generates
shadow shaders in order, from the object to the light.
- Segments. Generates
shadow shaders in order along the light ray from the volume shaders
to the segments of the light ray between the object and the light.
- Shadow Map
-
Controls if shadow mapping
is used to render shadows. When on, the renderer renders shadow-mapped
shadows. When off, all shadows are ray-traced.
- Sampling Multiplier
-
Globally limits shadow
sampling for area lights. This is part of the rendering preset data.
This allows draft and low quality presets to reduce area light sampling.
It’s effect is to modulate the inherent sampling frequency specified
for each light. The default value=1 for new presets. Values are
0, 1/8, 1/4, 1/2, 1, 2. Draft: 0; Low:1/4; Med:1/2; High:1; Presentation:1.
Ray Tracing
- Enable
-
Specifies if ray tracing
should be performed when shading.
- Max Depth
-
Limits the combination
of reflection and refraction. Tracing of a ray stops when the total number
of reflections and refractions reaches the maximum depth. For example,
if Max Depth equals 3 and the two trace depths each equal the default
value of 2, a ray can be reflected twice and refracted once, or
vice versa, but it cannot be reflected and refracted four times.
- Max Reflections
-
Sets the number of times
a ray can be reflected. At 0, no reflection occurs. At 1, the ray
can be reflected once only. At 2, the ray can be reflected twice,
and so on.
- Max Refractions
-
Sets the number of times
a ray can be refracted. At 0, no refraction occurs. At 1, the ray
can be refracted once only. At 2, the ray can be refracted twice,
and so on.
Global
Illumination
- Enable
-
Specifies if global illumination
should be calculated for the scene.
- Photons/Samples
-
Sets how many photons
are used to compute the intensity of the global illumination. Increasing this
value makes global illumination less noisy but also more blurry.
Decreasing this value makes global illumination more noisy but less blurry.
The larger the Samples value, the greater the rendering time.
- Use Radius
-
Determines the size of
photons. When on, the spinner value sets the size of photons. When
off, each photon is calculated to be 1/10 of the radius of the full
scene.
- Radius
-
Specifies the area within
which photons will be used when illuminance is computed.
- Max Depth
-
Limits the combination
of reflection and refraction. Reflection and refraction of a photon stop
when the total number of both equals the Max Depth setting. For
example, if Max Depth equals 3 and the trace depths each equal 2,
a photon can be reflected twice and refracted once, or vice versa,
but it can’t be reflected and refracted four times.
- Max Reflections
-
Sets the number of times
a photon can be reflected. At 0, no reflection occurs. At 1, the photon
can be reflected once only. At 2, the photon can be reflected twice,
and so on.
- Max Refractions
-
Sets the number of times
a photon can be refracted. At 0, no refraction occurs. At 1, the photon
can be refracted once only. At 2, the photon can be refracted twice,
and so on.
Final
Gather
Calculates
global illumination further.
- Mode
-
Controls the final gathering
dynamic settings.
- On.Turns on
the global illumination in final gather.
- Off.Turns off
the calculation of global illumination in final gather.
- Auto. Indicates
that the final gather should be dynamically enabled or disable at
render time based on the skylight status.
- Enable
-
Specifies if gathering
should be used to compute the final shading.
- Rays
-
Sets how many rays are
used to compute indirect illumination in a final gather. Increasing
this value makes global illumination less noisy, but also increases
rendering time.
- Radius Mode
-
Determines the radius
mode for final gather processing. Settings are On, Off, or View.
- On. Specifies
that the setting means the Max Radius setting is used for final
gather processing. The radius is specified in world units, and defaults
to 10 percent of the maximum circumference of the model.
- Off. Specifies
the maximum radius is the default value of 10 percent of the maximum model
radius, in world units.
- View. Specifies
the Max Radius setting in pixels instead of world units and is used
for final gather processing.
- Max Radius
-
Sets the maximum radius
within which final gathering is used. Reducing this value can improve
quality at a cost of increased rendering time.
- Use Min
-
Controls whether the
Min Radius setting is used during final gather processing. When
on, the minimum radius setting is used for final gather processing.
When off, the minimum radius is not used.
- Min Radius
-
Sets the minimum radius
within which final gathering is used. Increasing this value can improve
quality but increase rendering time.
Light
Properties
Affects
how lights behave when calculating indirect illumination. By default,
the energy and photon settings apply to all lights in a scene.
- Photons/Light
-
Sets the number of photons
emitted by each light for use in global illumination. Increasing this
value increases the accuracy of global illumination, but also increases
the amount of memory used and the length of render time. Decreasing
this value improves memory usage and render time, and can be useful
for previewing global-illumination effects.
- Energy Multiplier
-
Multiplies the global
illumination, indirect light, intensity of the rendered image.
Visual
Helps
you understand why the renderer is behaving in a certain way.
- Grid
-
Renders an image that
shows the coordinate space of objects, the world, or camera.
- Object. Shows
local coordinates (UVW). Each object has its own coordinate space.
- World. Shows
world coordinates (XYZ). The same coordinate system applies to all
objects.
- Camera. Shows
camera coordinates, which appear as a rectangular grid superimposed
on the view.
- Grid Size
-
Sets the size of the
grid.
- Photon
-
Renders the effect of
a photon map. This requires that a photon map be present. If no photon
map is present, the Photon rendering looks just like the nondiagnostic
rendering of the scene: the renderer first renders the shaded scene,
then replaces it with the pseudocolor image.
- Density. Renders
the photon map as it is projected into the scene. High density is displayed
in red, and lower values render in increasingly cooler colors.
- Irradiance.
Similar to the Density rendering, but shades the photons based on
their irradiance. The maximum irradiance is rendered in red, and
lower values render in increasingly cooler colors.
- BSP
-
Renders a visualization
of the parameters used by the tree in the BSP raytrace acceleration method.
If a message from the renderer reports excessively large depth or
size values, or if rendering seems unusually slow, this can help you
locate the problem.
- Depth. Shows
the depth of the tree, with top faces in bright red, and increasingly
deep faces in increasingly cool colors.
- Size. Shows
the size of leaves in the tree, with differently sized leaves indicated
by different colors.
Processing
- Tile Size
-
Determines the tile size
for rendering. To render the scene, the image is subdivided into
tiles. The smaller the tile size, the more image updates are generated
during rendering. When the tile size is reduced, the number of image
updates increases, meaning that a rendering take longer to complete.
If the tile size is increased, fewer image updates occur and the
rendering takes less time to complete.
- Tile Order
-
Specifies the method
used (render order) for tiles as an image is rendered. You can choose
a method based on how you prefer to see the image appear as it renders
in the Render Window.
- Hilbert. Next
tile to be rendered is based on the cost of switching to the next
one.
- Spiral. Tiles
are rendered beginning at the center of the image, and spiral outward.
- Left to Right.
Tiles are rendered in columns, from bottom to top, left to right.
- Right to Left.
Tiles are rendered in columns, from bottom to top, right to left.
- Top to Bottom.
Tiles are rendered in rows, from right to left, top to bottom.
- Bottom to Top.
Tiles are rendered in rows, from right to left, bottom to top.
- Memory Limit
-
Determines the memory
limit for rendering. The renderer keeps a count of the memory it
uses at render time. If the memory limit is reached, the geometry
for some objects is discarded in order to allocate memory for other
objects.
Set Current
-
Sets the selected render
preset as the preset to be used by the renderer.
Delete
-
Deletes the selected
custom render preset. Standard presets cannot be deleted.
Thumbnail Viewer
-
Displays a thumbnail
image that is associated with the selected render preset. If the
thumbnail image is not shown, you can select one from the Thumbnail Image
setting under Preset Info.