Controls all the primary settings for rendering, including predefined and custom settings.
You use the Advanced Render Settings palette to control rendering settings. You can also access the Render Presets Manager from the Render Settings palette.
The following options are displayed.
Lists standard render presets ranging from lowest to highest quality, up to four custom render presets and allows access to the Render Presets Manager.
Contains settings that affect how your model gets rendered.
Determines if the rendered image is written to a file.
Controls the model content that gets processed during rendering.
Determines the output site that the renderer uses to display the rendered image.
Specifies a file name and location where the rendered image will be stored.
Shows the current output resolution setting for the rendered image. Opening the Output Size list displays the following:
Custom output sizes are not stored with the drawing and they are not retained between drawing sessions.
Controls the tone operator setting. This does not need to be stored in the named render preset. Rather it can be stored per drawing in the render context.
Specifies the physical scale. Default = 1500.
Renders the model directly from the Advanced Render Settings palette.
Contains settings that affect how materials are handled by the renderer.
Applies the surface materials that you define and attach to an object in the drawing. If Apply Materials is not selected, all objects in the drawing assume the color, ambient, diffuse, reflection, roughness, transparency, refraction, and bump map attribute values defined for the GLOBAL material. For more information, see MATERIALS.
Specifies how texture maps are filtered.
Controls if both sides of faces are rendered.
Controls how the renderer performs sampling.
Sets the minimum sample rate. The value represents the number of samples per pixel. A value greater than or equal to 1 indicates that one or more samples are computed per pixel. A fractional value indicates that one sample is computed for every N pixels (for example, 1/4 computes a minimum of one sample for every four pixels). Default=1/4.
Sets the maximum sample rate. If neighboring samples find a difference in contrast that exceeds the contrast limit, the area containing the contrast is subdivided to the depth specified by Maximum. Default=1.
The values of the Min Samples and Max Samples lists are "locked" together so that the value of Min Samples can't exceed the value of Max Samples.
Determines how multiple samples are combined into a single pixel value.
Specifies the size of the filtered area. Increasing the value of Filter Width and Filter Height can soften the image; however, it will increase rendering time.
Clicking [...] opens the Select Color dialog box where you interactively specify the R,G,B threshold values.
Specifies the threshold values for the red, blue, and green components of samples. These values are normalized, and range from 0.0 to 1.0, where 0.0 indicates the color component is fully unsaturated (black, or 0 in eight-bit encoding) and 1.0 indicates the color component is fully saturated (white, or 255 in eight-bit encoding).
Specifies the threshold value for the alpha component of samples. This value is normalized, and ranges from 0.0 (fully transparent, or 0 in eight-bit encoding) to 1.0 (fully opaque, or 255 in eight-bit encoding).
Contains settings that affect how shadows appear in the rendered image.
Specifies if shadows are computed during rendering.
Controls if shadow mapping is used to render shadows. When on, the renderer renders shadow-mapped shadows. When off, all shadows are ray-traced.
Globally limits shadow sampling for area lights. This is part of the rendering preset data. This allows draft and low quality presets to reduce area light sampling. It’s effect is to modulate the inherent sampling frequency specified for each light. The default value=1 for new presets. Values are 0, 1/8, 1/4, 1/2, 1, 2. Draft: 0; Low:1/4; Med:1/2; High:1; Presentation:1.
Contains settings that affect the shading of a rendered image.
Specifies if ray tracing should be performed when shading.
Limits the combination of reflection and refraction. Tracing of a ray stops when the total number of reflections and refractions reaches the maximum depth. For example, if Max Depth equals 3 and the two trace depths each equal the default value of 2, a ray can be reflected twice and refracted once, or vice versa, but it cannot be reflected and refracted four times.
Sets the number of times a ray can be reflected. At 0, no reflection occurs. At 1, the ray can be reflected once only. At 2, the ray can be reflected twice, and so on.
Sets the number of times a ray can be refracted. At 0, no refraction occurs. At 1, the ray can be refracted once only. At 2, the ray can be refracted twice, and so on.
Affects how your scene is illuminated.
Specifies if lights should cast indirect light into the scene.
Sets how many photons are used to compute the intensity of the global illumination. Increasing this value makes global illumination less noisy but also more blurry. Decreasing this value makes global illumination more noisy but less blurry. The larger the Samples value, the greater the rendering time.
Determines the size of photons. When on, the spinner value sets the size of photons. When off, each photon is calculated to be 1/10 of the radius of the full scene.
Specifies the area within which photons will be used when illuminance is computed.
Limits the combination of reflection and refraction. Reflection and refraction of a photon stop when the total number of both equals the Max Depth setting. For example, if Max Depth equals 3 and the trace depths each equal 2, a photon can be reflected twice and refracted once, or vice versa, but it can’t be reflected and refracted four times.
Sets the number of times a photon can be reflected. At 0, no reflection occurs. At 1, the photon can be reflected once only. At 2, the photon can be reflected twice, and so on.
Sets the number of times a photon can be refracted. At 0, no refraction occurs. At 1, the photon can be refracted once only. At 2, the photon can be refracted twice, and so on.
Calculates global illumination.
Controls the final gathering dynamic settings.
Sets how many rays are used to compute indirect illumination in a final gather. Increasing this value makes global illumination less noisy, but also increases rendering time.
Determines the radius mode for final gather processing. Settings are On, Off, or View.
Sets the maximum radius within which final gathering is processed. Reducing this value can improve quality at a cost of increased rendering time.
Controls whether the Min Radius setting is used during final gather processing. When on, the minimum radius setting is used for final gather processing. When off, the minimum radius is not used.
Sets the minimum radius within which final gathering is processed. Increasing this value can improve quality but increase rendering time.
Affects how lights behave when calculating indirect illumination. By default, the energy and photon settings apply to all lights in a scene.
Sets the number of photons emitted by each light for use in global illumination. Increasing this value increases the accuracy of global illumination, but also increases the amount of memory used and the length of render time. Decreasing this value improves memory usage and render time, and can be useful for previewing global-illumination effects.
Multiplies the global illumination, indirect light, intensity of the rendered image.
Helps you understand why the renderer is behaving in a certain way.
Renders an image that shows the coordinate space of objects, the world, or camera.
Sets the size of the grid.
Renders the effect of a photon map. This requires that a photon map be present. If no photon map is present, the Photon rendering looks just like the nondiagnostic rendering of the scene: the renderer first renders the shaded scene, then replaces it with the pseudocolor image.
Renders a visualization of the parameters used by the tree in the BSP ray-trace acceleration method. If a message from the renderer reports excessively large depth or size values, or if rendering seems unusually slow, this can help you locate the problem.
Determines the tile size for rendering. To render the scene, the image is subdivided into tiles. The smaller the tile size, the more image updates are generated during rendering. When the tile size is reduced, the number of image updates increases, meaning that a rendering take longer to complete. If the tile size is increased, fewer image updates occur and the rendering takes less time to complete.
Specifies the method used (render order) for tiles as an image is rendered. You can choose a method based on how you prefer to see the image appear as it renders in the Render Window.
Determines the memory limit for rendering. The renderer keeps a count of the memory it uses at render time. If the memory limit is reached, the geometry for some objects is discarded in order to allocate memory for other objects.