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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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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<br />

filtering.<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 modeIBL Settings - sets<br />

which sampling quality value will be used for the imaged based light 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 />

Environment Settings - sets the environment settings for HDRI lighting.<br />

Environment - Click Right Mouse Button to select the HDR - Image that should be used as<br />

light source. Read SphereEnvironmentMaterial.<br />

Lighting Mode - the lighting mode menu sets which light model will be used for the shader.<br />

There are five different lighting models.<br />

IBL + Indirect + OpenGL - the shader will be affected by the HDR image, by the pre-calculated<br />

or interactive Global Illumination rendering and by the direct light sources placed in the scene.<br />

IBL + Indirect - the shader will be affected by the HDR Image and by the pre-calculated or<br />

interactive Global Illumination rendering.<br />

IBL + OpenGL - the shader will be affected by the HDR Image and the direct light sources<br />

placed in the scene.<br />

IBL - only the HDR Image will affect the shader.<br />

OpenGL - only direct light sources placed in the scene will affect the shader.

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