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

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Incandescence Settings - the incandescence defines the shader´s self-illumination behavior.Incandescence Color - sets the self-illumination color.Incandescence Intensity - sets the self-illumination intensity.Use Texture - loads an image texture, which defines the self-illumination area and intensity.Repeat mode - sets the repeat mode of the texture. There are four modes, which can be set.Repeat - the texture will be repeated in all directions.Repeat Mirror - the texture will be repeated and mirrored in x- and y-axis on everyrepetition.Decal - the texture will not be repeated.Clamp - not the whole texture will be repeated. Only the last pixel of the texture will berepeated.Anisotrophy - sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality.Common SettingsOcclusion Color - sets the shader´s pre-calculated ambient occlusion´s color. ReadAppearance->Ambient Occlusion.Occlusion Intensity - sets the shader´s pre-calculated ambient occlusion´s intensity. ReadAppearance->Ambient Occlusion.Glow Intensity - sets the shader´s glow intensity. Glow is a post-processing effect. To renderthe glow effect the Postprocessing rendering must be activated.Read Rendering-> Post-Processing ->Post FX.Glow is only supported in OpenGL rendering mode.See Through - renders the shader transparent. See Trough is only supported in OpenGLrendering mode.Compress Textures - compresses all used textures to reduce memory usage.Raytracing Settings - these settings take only effect in Raytracing rendering mode.Max Reflection Depth - sets the maximum amount of reflections a light ray may encounter.Reflection Trace Threshold - sets the minimum threshold value of each pixel for reflections.Interactive Quality - sets the render-quality mode and render-quality level duringRenderView interaction.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 - 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 "Use

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