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PI-VR - VRED Professional Documentation - PI-VR GmbH

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sampled.Reflection Quality - sets the Qualtiy of sampling for the interactive modeIBL Settings - sets which sampling quality value will be used for the imaged based lightsamples.Use Environment Settings - uses the sampling quality of the currently usedSphereEnvironmentMaterial.Use Material Settings - uses the material´s specific sampling quality which canbe set in "IBL Quality".IBL Quality - sets the Sampling Quality of the light samples which are castedfrom the currently used SphereEnvironmentMaterial. Only active when "UseMaterial Settings" is selected.Still-frame Quality - sets the render-quality mode and render-quality level during still framefiltering.Quality Mode - there are four quality modes.Precomputed Illumination - no Sampling takles place. Only the precomputedillumination settings from the surrounding HDR will be taken into accountSample Direct Light - only direct light rays will be rendered and sampled.Sample Indirect Light - only indirect light rays will be rendered and sampled.Full Global Illumination - direct and indirect Lightrays will be rendered andsampled.Reflection Quality - sets the Qualtiy of sampling for the interactive modeIBL Settings - setswhich sampling quality value will be used for the imaged based light samples.Use Environment Settings - uses the sampling quality of the currently usedSphereEnvironmentMaterial.Use Material Settings - uses the material´s specific sampling quality which canbe set in "IBL Quality".IBL Quality - sets the Sampling Quality of the light samples which are castedfrom the currently used SphereEnvironmentMaterial. Only active when "UseMaterial Settings" is selected.Environment Settings - sets the environment settings for HDRI lighting.Environment - Click Right Mouse Button to select the HDR - Image that should be used aslight source. Read SphereEnvironmentMaterial.Lighting Mode - the lighting mode menu sets which light model will be used for the shader.There are five different lighting models.IBL + Indirect + OpenGL - the shader will be affected by the HDR image, by the pre-calculatedor interactive Global Illumination rendering and by the direct light sources placed in the scene.IBL + Indirect - the shader will be affected by the HDR Image and by the pre-calculated orinteractive Global Illumination rendering.IBL + OpenGL - the shader will be affected by the HDR Image and the direct light sourcesplaced in the scene.IBL - only the HDR Image will affect the shader.OpenGL - only direct light sources placed in the scene will affect the shader.

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