![]() ![]() Median – Choose the value of the sample that has the median z value of all samples.Įdge – Filter using a unit box but only averages samples with object coverage. Max – Choose the value of the sample with the maximum z value (farthest from camera). Min – Choose the value of the sample with the smallest z value (closest to camera). This is mantra’s equivalent to prman’s raster-orient flag. The default value of 1 generally will result in sharp, high quality displacements at a shading quality of 1 for all incident angles. Increasing the Z-Importance will improve quality on displacement shaded ground planes (for example). This is important when displacement mapping is being performed. With a value greater than 1, more divisions will be performed in Z. With a Z-Importance of 1, the grid will be more uniformly sub-divided. With a Z-Importance of 0, only the projected measurements will be used, which will result in long, thin strips being created. However, if the grid is nearly in the XZ plane, z-importance has more influence on the dicing. If you think of a grid in the XY plane, the z-importance has no effect. It is possible to increase the Z-Importance beyond 1. This is roughly equivalent to raster space measurement.īy increasing the Z-Importance to 1, the z measurement becomes more meaningful. A Z-Importance of 0 means that the x and y components of the object will be the only metric in determining the size of the object. The Z-Importance can be used to bias the z-component of the surface. The effect of changing the shading quality is to increase or decrease the amount of shading by a factor of vm_shadingquality squared - so a shading quality of 2 will perform 4 times as much shading and a shading quality of 0.5 will perform 1/4 times as much shading. When using ray tracing, pixel samples and ray sampling parameters must be used to improve surface shading quality. In ray tracing engines, shading quality only affects the geometric subdivision quality for smooth surfaces (NURBS, render as subdivision) and for displacements - without changing the amount of surface shading. A higher value will generate smaller micropolygons meaning that more shading will occur - but the quality will be higher. With all other parameters at their defaults, a value of 1 means that approximately 1 micropolygon will be created per pixel. ![]() This parameter controls the geometric subdivision resolution for all rendering engines and additionally controls the shading resolution for micropolygon rendering. ![]()
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