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

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for the bump channel. The image will be used as a pattern on the surface´s<br />

middle.<br />

Bump Intensity - sets the bump intensity interpretation of the bump image<br />

texture.<br />

Parallax Intensity - sets the intensity of the parallax shifting.<br />

Texture Settings - sets the texture projection position of the used textures.<br />

Center - sets the brush projection center. To center the Projection pivot<br />

automatically, select an object and press "Get Center". Then the selected object<br />

´s center will be used as projection pivot.<br />

Repeat U/V - sets the U and v repetition of the profile texture.<br />

Sale - sets the texture´s scale value for the marking texture.<br />

Blendposition - sets the marking and profile texture blend position.<br />

Incandescence Settings - the incandescence defines the shader´s self-illumination behavior.<br />

Incandescence Color - sets the self-illumination color.<br />

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

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