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PI-VR - VRED Professional 4.2 - PI-VR GmbH

PI-VR - VRED Professional 4.2 - PI-VR GmbH

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<strong>VR</strong>ED Documentation<br />

You are here: Using <strong>VR</strong>ED <strong>Professional</strong> > Preferences > Render Options > Visualisation Advanced<br />

Visualisation Advanced<br />

New features in <strong>VR</strong>ED<br />

<strong>Professional</strong> <strong>4.2</strong><br />

Getting started<br />

Using <strong>VR</strong>ED <strong>Professional</strong><br />

Interface<br />

Terminal<br />

Script Editor<br />

Navigation in Renderview<br />

Selection<br />

Transform<br />

Node attributes<br />

Preferences<br />

Camera<br />

Cluster Client<br />

Devices<br />

Export<br />

FileIO<br />

FinalRenderPass<br />

Import<br />

Main Window<br />

Material Library<br />

Navigator<br />

Plugins<br />

Postprocessing<br />

Render Options<br />

Visualisation<br />

Visualisation Advanced<br />

Background<br />

Misc<br />

Render Quality Settings<br />

Script<br />

Selection<br />

Temperature Simulation<br />

Transform<br />

WebInterface<br />

Menus and icons tab<br />

Scenegraph<br />

Modules<br />

Search<br />

Send Question<br />

Visualisation Advanced<br />

Misc<br />

Automatic clipping plane adaption -<br />

Adjust the clipping plane automatically<br />

to the visible objects boundig box.<br />

Software rendering - In OpenGL, the<br />

view is rendered by the processor<br />

instead of being calculated by the<br />

graphics processor.<br />

Disable cluster - Disables the<br />

clustering feature. Please restart <strong>VR</strong>ED<br />

for the changes to take effect.<br />

Disable main thread sleep - Prevents<br />

the system of sending the main thread<br />

to sleep.<br />

Auto depth only pass -<br />

10 Bit RGB - The 10Bit RGB feature allows a wider color spectrum and should<br />

be used if you own a monitor that can display that data.<br />

Use back buffer - High framerates often cause so called "tearings", which can<br />

be avoided by activating the backbuffer.<br />

Caching<br />

Cache Geometry - Caching geometries improves the application`s performance.<br />

The caching process will therefore use additional memory (RAM).<br />

Cache Materials - Caching materials improves the application`s performance.<br />

The caching process will therefore use additional memory (RAM).<br />

Culling<br />

Occlusion culling - Disables the rendering of invisible objects. Occlusion culling<br />

can improve the performance in very complex scenes.<br />

SLI<br />

Mode<br />

Single GPU - Only one GPU is working in SLI Mode.<br />

Multiple GPU: Split Frame Rendering (SFR) - Two or more<br />

GPUs are rendering the scene using split frame rendering.<br />

Multiple GPU: Alternate Frame Rendering (AFR) - Two or<br />

more GPUs are rendering the scene using alternate frame<br />

rendering.<br />

Channel shift<br />

Channel (Red, Green, Blue, Alpha) - Sets an offset for a whole color channel.<br />

Offset X,Y - Sets the offset in pixels.<br />

OpenGL Extensions<br />

Ignore - Comma separated list of extensions to be ignored, e.g.

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