24.12.2014 Views

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

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

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

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

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<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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!