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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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Incandescence Intensity - sets the self-illumination intensity.<br />

Use Texture - loads an image texture, which defines the self-illumination area and intensity.<br />

Repeat mode - sets the repeat mode of the texture. There are four modes, which can be set.<br />

Repeat - the texture will be repeated in all directions.<br />

Repeat Mirror - the texture will be repeated and mirrored in x- and y-axis on every<br />

repetition.<br />

Decal - the texture will not be repeated.<br />

Clamp - not the whole texture will be repeated. Only the last pixel of the texture will be<br />

repeated.<br />

Anisotrophy - sets the texture filter quality for the image texture. Value 1 is lowest quality.<br />

Value 16 is highest quality.<br />

Common Settings<br />

Occlusion Color - sets the shader´s pre-calculated ambient occlusion´s color. Read<br />

Appearance->Ambient Occlusion.<br />

Occlusion Intensity - sets the shader´s pre-calculated ambient occlusion´s intensity. Read<br />

Appearance->Ambient Occlusion.<br />

Glow Intensity - sets the shader´s glow intensity. Glow is a post-processing effect. To render<br />

the glow effect the Postprocessing rendering must be activated.<br />

Read Rendering-> Post-Processing ->Post FX.<br />

Glow is only supported in OpenGL rendering mode.<br />

See Through - renders the shader transparent. See Trough is only supported in OpenGL<br />

rendering mode.<br />

Compress Textures - compresses all used textures to reduce memory usage.<br />

Raytracing Settings - these settings take only effect in Raytracing rendering mode.<br />

Max Reflection Depth - sets the maximum amount of reflections a light ray may encounter.<br />

Reflection Trace Threshold - sets the minimum threshold value of each pixel for reflections.<br />

Interactive Quality - sets the render-quality mode and render-quality level during<br />

RenderView interaction.<br />

Quality Mode - there are four quality modes.<br />

Precomputed Illumination - no Sampling takles place. Only the precomputed<br />

illumination settings from the surrounding HDR will be taken into account<br />

Sample Direct Light - only direct light rays will be rendered and sampled.<br />

Sample Indirect Light - only indirect light rays will be rendered and sampled.<br />

Full Global Illumination - direct and indirect Lightrays will be rendered and<br />

sampled.<br />

Reflection Quality - sets the Qualtiy of sampling for the interactive mode<br />

IBL Settings - sets which sampling quality value will be used for the imaged based light<br />

samples.<br />

Use Environment Settings - uses the sampling quality of the currently used<br />

SphereEnvironmentMaterial.<br />

Use Material Settings - uses the material´s specific sampling quality which can<br />

be set in "IBL Quality".<br />

IBL Quality - sets the Sampling Quality of the light samples which are casted<br />

from the currently used SphereEnvironmentMaterial. Only active when "Use<br />

Material Settings" is selected.<br />

Still-frame Quality - sets the render-quality mode and render-quality level during still frame

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