レンダリング プリセットを使用すると、画面表示時またはレイアウト出力時の 3D オブジェクトのレンダリングに使用する設定を定義することができます。レンダリング プリセットには標準とカスタムの 2 つの種類があります。5 つの標準レンダリング プリセット([ドラフト]、[低]、[中]、[高]、[プレゼンテーション])は、アプリケーションで定義されているため変更できません。カスタムのレンダリング プリセットは、「ACAD_RENDER_SETTINGS」という名前の辞書に MentalRayRenderSettings オブジェクトとして格納されています。
「ACAD_RENDER_PLOT_SETTINGS」という名前の 2 番目の辞書はレンダリング プリセットのコピーの格納に使われるため、Viewport オブジェクトまたは PlotSettings オブジェクトに割り当てることができます。
この例では、現在の図面に格納されているレンダリング プリセットを一覧表示します。
Imports Autodesk.AutoCAD.Runtime Imports Autodesk.AutoCAD.ApplicationServices Imports Autodesk.AutoCAD.DatabaseServices Imports Autodesk.AutoCAD.Colors Imports Autodesk.AutoCAD.GraphicsInterface ' Lists the available render presets <CommandMethod("ListRenderPresets")> _ Public Shared Sub ListRenderPresets() ' Get the current document and database, and start a transaction Dim acDoc As Document = Application.DocumentManager.MdiActiveDocument Dim acCurDb As Database = acDoc.Database Using acTrans As Transaction = acCurDb.TransactionManager.StartTransaction() Dim namedObjs As DBDictionary = _ acTrans.GetObject(acCurDb.NamedObjectsDictionaryId, _ OpenMode.ForRead) ' Output a message to the Command Line history acDoc.Editor.WriteMessage(vbLf & "Default render presets: ") ' List the default render presets that are defined ' as part of the application acDoc.Editor.WriteMessage(vbLf & " Draft") acDoc.Editor.WriteMessage(vbLf & " Low") acDoc.Editor.WriteMessage(vbLf & " Medium") acDoc.Editor.WriteMessage(vbLf & " High") acDoc.Editor.WriteMessage(vbLf & " Presentation") ' Check to see if the "ACAD_RENDER_SETTINGS" named dictionary exists If namedObjs.Contains("ACAD_RENDER_SETTINGS") = True Then ' Open the named dictionary Dim renderSettings As DBDictionary = _ acTrans.GetObject(namedObjs.GetAt("ACAD_RENDER_SETTINGS"), _ OpenMode.ForRead) ' Output a message to the Command Line history acDoc.Editor.WriteMessage(vbLf & "Custom render presets: ") ' Step through and list each of the custom render presets For Each entry As DBDictionaryEntry In renderSettings Dim renderSetting As MentalRayRenderSettings = _ acTrans.GetObject(entry.Value, OpenMode.ForRead) ' Output the name of the custom render preset acDoc.Editor.WriteMessage(vbLf & " " & renderSetting.Name) Next Else ' If no custom render presets exist, then output the following message acDoc.Editor.WriteMessage(vbLf & _ "No custom render presets available.") End If ' Check to see if the "ACAD_RENDER_PLOT_SETTINGS" named dictionary exists If namedObjs.Contains("ACAD_RENDER_PLOT_SETTINGS") = True Then ' Open the named dictionary Dim renderSettings As DBDictionary = _ acTrans.GetObject(namedObjs.GetAt("ACAD_RENDER_PLOT_SETTINGS"), _ OpenMode.ForRead) ' Output a message to the Command Line history acDoc.Editor.WriteMessage(vbLf & "Custom render plot presets: ") ' Step through and list each of the custom render presets For Each entry As DBDictionaryEntry In renderSettings Dim renderSetting As MentalRayRenderSettings = _ acTrans.GetObject(entry.Value, OpenMode.ForRead) ' Output the name of the custom render preset acDoc.Editor.WriteMessage(vbLf & " " & renderSetting.Name) Next Else ' If no custom render plot presets exist, then output the following message acDoc.Editor.WriteMessage(vbLf & _ "No custom render plot presets available.") End If ' Discard any changes acTrans.Abort() End Using End Sub
using Autodesk.AutoCAD.Runtime; using Autodesk.AutoCAD.ApplicationServices; using Autodesk.AutoCAD.DatabaseServices; using Autodesk.AutoCAD.Colors; using Autodesk.AutoCAD.GraphicsInterface; // Lists the available render presets [CommandMethod("ListRenderPresets")] public static void ListRenderPresets() { // Get the current document and database, and start a transaction Document acDoc = Application.DocumentManager.MdiActiveDocument; Database acCurDb = acDoc.Database; using (Transaction acTrans = acCurDb.TransactionManager.StartTransaction()) { DBDictionary namedObjs = acTrans.GetObject(acCurDb.NamedObjectsDictionaryId, OpenMode.ForRead) as DBDictionary; // Output a message to the Command Line history acDoc.Editor.WriteMessage("\nDefault render presets: "); // List the default render presets that are defined // as part of the application acDoc.Editor.WriteMessage("\n Draft"); acDoc.Editor.WriteMessage("\n Low"); acDoc.Editor.WriteMessage("\n Medium"); acDoc.Editor.WriteMessage("\n High"); acDoc.Editor.WriteMessage("\n Presentation"); // Check to see if the "ACAD_RENDER_SETTINGS" named dictionary exists if (namedObjs.Contains("ACAD_RENDER_SETTINGS") == true) { // Open the named dictionary DBDictionary renderSettings = acTrans.GetObject(namedObjs.GetAt("ACAD_RENDER_SETTINGS"), OpenMode.ForRead) as DBDictionary; // Output a message to the Command Line history acDoc.Editor.WriteMessage("\nCustom render presets: "); // Step through and list each of the custom render presets foreach (DBDictionaryEntry entry in renderSettings) { MentalRayRenderSettings renderSetting = acTrans.GetObject(entry.Value, OpenMode.ForRead) as MentalRayRenderSettings; // Output the name of the custom render preset acDoc.Editor.WriteMessage("\n " + renderSetting.Name); } } else { // If no custom render presets exist, then output the following message acDoc.Editor.WriteMessage("\nNo custom render presets available."); } // Check to see if the "ACAD_RENDER_PLOT_SETTINGS" named dictionary exists if (namedObjs.Contains("ACAD_RENDER_PLOT_SETTINGS") == true) { // Open the named dictionary DBDictionary renderSettings = acTrans.GetObject(namedObjs.GetAt("ACAD_RENDER_PLOT_SETTINGS"), OpenMode.ForRead) as DBDictionary; // Output a message to the Command Line history acDoc.Editor.WriteMessage("\nCustom render plot presets: "); // Step through and list each of the custom render presets foreach (DBDictionaryEntry entry in renderSettings) { MentalRayRenderSettings renderSetting = acTrans.GetObject(entry.Value, OpenMode.ForRead) as MentalRayRenderSettings; // Output the name of the custom render preset acDoc.Editor.WriteMessage("\n " + renderSetting.Name); } } else { // If no custom render plot presets exist, then output the following message acDoc.Editor.WriteMessage("\nNo custom render plot presets available."); } // Discard any changes acTrans.Abort(); } }
この例では、MyPreset という名前のレンダリング プリセットを作成または編集します。GetDefaultRenderPreset という名前のヘルパー関数を定義して、標準レンダリング プリセットの 1 つの設定を再定義します。
Imports Autodesk.AutoCAD.Runtime Imports Autodesk.AutoCAD.ApplicationServices Imports Autodesk.AutoCAD.DatabaseServices Imports Autodesk.AutoCAD.Colors Imports Autodesk.AutoCAD.GraphicsInterface ' Creates a new render preset <CommandMethod("CreateRenderPreset")> _ Public Shared Sub CreateRenderPreset() ' Get the current document and database, and start a transaction Dim acDoc As Document = Application.DocumentManager.MdiActiveDocument Dim acCurDb As Database = acDoc.Database Using acTrans As Transaction = acCurDb.TransactionManager.StartTransaction() Dim namedObjs As DBDictionary = _ acTrans.GetObject(acCurDb.NamedObjectsDictionaryId, OpenMode.ForRead) Try ' Check to see if the Render Settings dictionary already exists Dim renderSettings As DBDictionary If namedObjs.Contains("ACAD_RENDER_SETTINGS") = True Then renderSettings = _ acTrans.GetObject(namedObjs.GetAt("ACAD_RENDER_SETTINGS"), _ OpenMode.ForWrite) Else ' If it does not exist, create it and add it to the drawing namedObjs.UpgradeOpen() renderSettings = New DBDictionary namedObjs.SetAt("ACAD_RENDER_SETTINGS", renderSettings) acTrans.AddNewlyCreatedDBObject(renderSettings, True) End If ' Create the new render preset, based on ' the settings of the Medium render preset If renderSettings.Contains("MyPreset") = False Then Using renderSetting As New MentalRayRenderSettings GetDefaultRenderPreset(renderSetting, "Medium") renderSetting.Name = "MyPreset" renderSetting.Description = "Custom new render preset" renderSettings.SetAt("MyPreset", renderSetting) acTrans.AddNewlyCreatedDBObject(renderSetting, True) End Using End If ' Set the new render preset current Application.UIBindings.RenderEngine.CurrentRenderPresetName = _ "MyPreset" Catch es As Autodesk.AutoCAD.Runtime.Exception MsgBox(es.Message) Finally acTrans.Commit() End Try End Using End Sub Private Shared Sub GetDefaultRenderPreset( _ ByRef renderPreset As MentalRayRenderSettings, _ ByVal name As String) ' Set the values common to multiple default render presets renderPreset.BackFacesEnabled = False renderPreset.DiagnosticBackgroundEnabled = False renderPreset.DiagnosticBSPMode = _ DiagnosticBSPMode.Depth renderPreset.DiagnosticGridMode = _ New MentalRayRenderSettingsTraitsDiagnosticGridModeParameter( _ DiagnosticGridMode.Object, 10.0) renderPreset.DiagnosticMode = _ DiagnosticMode.Off renderPreset.DiagnosticPhotonMode = _ DiagnosticPhotonMode.Density renderPreset.DisplayIndex = 0 renderPreset.EnergyMultiplier = 1.0 renderPreset.ExportMIEnabled = False renderPreset.ExportMIFileName = "" renderPreset.FGRayCount = 100 ' FGSampleRadius cannot be set, it returns invalid input renderPreset.FGSampleRadiusState = _ New MentalRayRenderSettingsTraitsBoolParameter( _ False, False, False) renderPreset.FinalGatheringEnabled = False renderPreset.FinalGatheringMode = _ FinalGatheringMode.FinalGatherOff renderPreset.GIPhotonsPerLight = 1000 renderPreset.GISampleCount = 500 renderPreset.GISampleRadius = 1.0 renderPreset.GISampleRadiusEnabled = False renderPreset.GlobalIlluminationEnabled = False renderPreset.LightLuminanceScale = 1500.0 renderPreset.MaterialsEnabled = True renderPreset.MemoryLimit = 1048 renderPreset.PhotonTraceDepth = _ New MentalRayRenderSettingsTraitsTraceParameter( _ 5, 5, 5) renderPreset.PreviewImageFileName = "" renderPreset.RayTraceDepth = _ New MentalRayRenderSettingsTraitsTraceParameter( _ 3, 3, 3) renderPreset.RayTracingEnabled = False renderPreset.Sampling = _ New MentalRayRenderSettingsTraitsIntegerRangeParameter( _ -2, -1) renderPreset.SamplingContrastColor = _ New MentalRayRenderSettingsTraitsFloatParameter( _ 0.1, 0.1, 0.1, 0.1) renderPreset.SamplingFilter = _ New MentalRayRenderSettingsTraitsSamplingParameter( _ Filter.Box, 1.0, 1.0) renderPreset.ShadowMapsEnabled = False renderPreset.ShadowMode = ShadowMode.Simple renderPreset.ShadowSamplingMultiplier = _ ShadowSamplingMultiplier.SamplingMultiplierZero renderPreset.ShadowsEnabled = True renderPreset.TextureSampling = False renderPreset.TileOrder = TileOrder.Hilbert renderPreset.TileSize = 32 Select Case name.ToUpper() ' Assigns the values to match the Draft render preset Case "DRAFT" renderPreset.Description = _ "The lowest rendering quality which entails no raytracing, " & _ "no texture filtering and force 2-sided is inactive." renderPreset.Name = "Draft" Case ("LOW") renderPreset.Description = _ "Rendering quality is improved over Draft. " & _ "Low anti-aliasing and a raytracing depth of 3 " & _ "reflection/refraction are processed." renderPreset.Name = "Low" renderPreset.RayTracingEnabled = True renderPreset.Sampling = _ New MentalRayRenderSettingsTraitsIntegerRangeParameter( _ -1, 0) renderPreset.SamplingContrastColor = _ New MentalRayRenderSettingsTraitsFloatParameter( _ 0.1, 0.1, 0.1, 0.1) renderPreset.SamplingFilter = _ New MentalRayRenderSettingsTraitsSamplingParameter( _ Filter.Triangle, 2.0, 2.0) renderPreset.ShadowSamplingMultiplier = _ ShadowSamplingMultiplier.SamplingMultiplierOneFourth Case "MEDIUM" renderPreset.BackFacesEnabled = True renderPreset.Description = _ "Rendering quality is improved over Low to include " & _ "texture filtering and force 2-sided is active. " & _ "Moderate anti-aliasing and a raytracing depth of " & _ "5 reflections/refractions are processed." renderPreset.FGRayCount = 200 renderPreset.FinalGatheringMode = _ FinalGatheringMode.FinalGatherAuto renderPreset.GIPhotonsPerLight = 10000 renderPreset.Name = "Medium" renderPreset.RayTraceDepth = _ New MentalRayRenderSettingsTraitsTraceParameter( _ 5, 5, 5) renderPreset.RayTracingEnabled = True renderPreset.Sampling = _ New MentalRayRenderSettingsTraitsIntegerRangeParameter( _ 0, 1) renderPreset.SamplingContrastColor = _ New MentalRayRenderSettingsTraitsFloatParameter( _ 0.05, 0.05, 0.05, 0.05) renderPreset.SamplingFilter = _ New MentalRayRenderSettingsTraitsSamplingParameter( _ Filter.Gauss, 3.0, 3.0) renderPreset.ShadowSamplingMultiplier = _ ShadowSamplingMultiplier.SamplingMultiplierOneHalf renderPreset.TextureSampling = True Case "HIGH" renderPreset.BackFacesEnabled = True renderPreset.Description = _ "Rendering quality is improved over Medium. " & _ "High anti-aliasing and a raytracing depth of 7 " & _ "reflections/refractions are processed." renderPreset.FGRayCount = 500 renderPreset.FinalGatheringMode = _ FinalGatheringMode.FinalGatherAuto renderPreset.GIPhotonsPerLight = 10000 renderPreset.Name = "High" renderPreset.RayTraceDepth = _ New MentalRayRenderSettingsTraitsTraceParameter( _ 7, 7, 7) renderPreset.RayTracingEnabled = True renderPreset.Sampling = _ New MentalRayRenderSettingsTraitsIntegerRangeParameter( _ 0, 2) renderPreset.SamplingContrastColor = _ New MentalRayRenderSettingsTraitsFloatParameter( _ 0.05, 0.05, 0.05, 0.05) renderPreset.SamplingFilter = _ New MentalRayRenderSettingsTraitsSamplingParameter( _ Filter.Mitchell, 4.0, 4.0) renderPreset.ShadowSamplingMultiplier = _ ShadowSamplingMultiplier.SamplingMultiplierOne renderPreset.TextureSampling = True Case "PRESENTATION" renderPreset.BackFacesEnabled = True renderPreset.Description = _ "Rendering quality is improved over High. " & _ "Very high anti-aliasing and a raytracing depth of 9 " & _ "reflections/refractions are processed." renderPreset.FGRayCount = 1000 renderPreset.FinalGatheringMode = _ FinalGatheringMode.FinalGatherAuto renderPreset.GIPhotonsPerLight = 10000 renderPreset.Name = "Presentation" renderPreset.RayTraceDepth = _ New MentalRayRenderSettingsTraitsTraceParameter( _ 9, 9, 9) renderPreset.RayTracingEnabled = True renderPreset.Sampling = _ New MentalRayRenderSettingsTraitsIntegerRangeParameter( _ 1, 2) renderPreset.SamplingContrastColor = _ New MentalRayRenderSettingsTraitsFloatParameter( _ 0.05, 0.05, 0.05, 0.05) renderPreset.SamplingFilter = _ New MentalRayRenderSettingsTraitsSamplingParameter( _ Filter.Lanczos, 4.0, 4.0) renderPreset.ShadowSamplingMultiplier = _ ShadowSamplingMultiplier.SamplingMultiplierOne renderPreset.TextureSampling = True End Select End Sub
using Autodesk.AutoCAD.Runtime; using Autodesk.AutoCAD.ApplicationServices; using Autodesk.AutoCAD.DatabaseServices; using Autodesk.AutoCAD.Colors; using Autodesk.AutoCAD.GraphicsInterface; // Creates a new render preset [CommandMethod("CreateRenderPreset")] public static void CreateRenderPreset() { // Get the current document and database, and start a transaction Document acDoc = Application.DocumentManager.MdiActiveDocument; Database acCurDb = acDoc.Database; using (Transaction acTrans = acCurDb.TransactionManager.StartTransaction()) { DBDictionary namedObjs = acTrans.GetObject(acCurDb.NamedObjectsDictionaryId, OpenMode.ForRead) as DBDictionary; try { // Check to see if the Render Settings dictionary already exists DBDictionary renderSettings = default(DBDictionary); if (namedObjs.Contains("ACAD_RENDER_SETTINGS") == true) { renderSettings = acTrans.GetObject(namedObjs.GetAt("ACAD_RENDER_SETTINGS"), OpenMode.ForWrite) as DBDictionary; } else { // If it does not exist, create it and add it to the drawing namedObjs.UpgradeOpen(); renderSettings = new DBDictionary(); namedObjs.SetAt("ACAD_RENDER_SETTINGS", renderSettings); acTrans.AddNewlyCreatedDBObject(renderSettings, true); } // Create the new render preset, based on // the settings of the Medium render preset if (renderSettings.Contains("MyPreset") == false) { MentalRayRenderSettings renderSetting = new MentalRayRenderSettings(); GetDefaultRenderPreset(ref renderSetting, "Medium"); renderSetting.Name = "MyPreset"; renderSetting.Description = "Custom new render preset"; renderSettings.SetAt("MyPreset", renderSetting); acTrans.AddNewlyCreatedDBObject(renderSetting, true); renderSetting.Dispose(); } // Set the new render preset current Application.UIBindings.RenderEngine.CurrentRenderPresetName = "MyPreset"; } catch (Autodesk.AutoCAD.Runtime.Exception es) { System.Windows.Forms.MessageBox.Show(es.Message); } finally { acTrans.Commit(); } } } // Method used to populate a MentalRayRenderSettings object with the // same settings used by the standard render presets private static void GetDefaultRenderPreset( ref MentalRayRenderSettings renderPreset, string name) { // Set the values common to multiple default render presets renderPreset.BackFacesEnabled = false; renderPreset.DiagnosticBackgroundEnabled = false; renderPreset.DiagnosticBSPMode = DiagnosticBSPMode.Depth; renderPreset.DiagnosticGridMode = new MentalRayRenderSettingsTraitsDiagnosticGridModeParameter( DiagnosticGridMode.Object, (float)10.0); renderPreset.DiagnosticMode = DiagnosticMode.Off; renderPreset.DiagnosticPhotonMode = DiagnosticPhotonMode.Density; renderPreset.DisplayIndex = 0; renderPreset.EnergyMultiplier = (float)1.0; renderPreset.ExportMIEnabled = false; renderPreset.ExportMIFileName = ""; renderPreset.FGRayCount = 100; // FGSampleRadius cannot be set, it returns invalid input renderPreset.FGSampleRadiusState = new MentalRayRenderSettingsTraitsBoolParameter( false, false, false); renderPreset.FinalGatheringEnabled = false; renderPreset.FinalGatheringMode = FinalGatheringMode.FinalGatherOff; renderPreset.GIPhotonsPerLight = 1000; renderPreset.GISampleCount = 500; renderPreset.GISampleRadius = 1.0; renderPreset.GISampleRadiusEnabled = false; renderPreset.GlobalIlluminationEnabled = false; renderPreset.LightLuminanceScale = 1500.0; renderPreset.MaterialsEnabled = true; renderPreset.MemoryLimit = 1048; renderPreset.PhotonTraceDepth = new MentalRayRenderSettingsTraitsTraceParameter( 5, 5, 5); renderPreset.PreviewImageFileName = ""; renderPreset.RayTraceDepth = new MentalRayRenderSettingsTraitsTraceParameter( 3, 3, 3); renderPreset.RayTracingEnabled = false; renderPreset.Sampling = new MentalRayRenderSettingsTraitsIntegerRangeParameter( -2, -1); renderPreset.SamplingContrastColor = new MentalRayRenderSettingsTraitsFloatParameter( (float)0.1, (float)0.1, (float)0.1, (float)0.1); renderPreset.SamplingFilter = new MentalRayRenderSettingsTraitsSamplingParameter( Filter.Box, 1.0, 1.0); renderPreset.ShadowMapsEnabled = false; renderPreset.ShadowMode = ShadowMode.Simple; renderPreset.ShadowSamplingMultiplier = ShadowSamplingMultiplier.SamplingMultiplierZero; renderPreset.ShadowsEnabled = true; renderPreset.TextureSampling = false; renderPreset.TileOrder = TileOrder.Hilbert; renderPreset.TileSize = 32; switch (name.ToUpper()) { // Assigns the values to match the Draft render preset case "DRAFT": renderPreset.Description = "The lowest rendering quality which entails no raytracing, " + "no texture filtering and force 2-sided is inactive."; renderPreset.Name = "Draft"; break; case "LOW": renderPreset.Description = "Rendering quality is improved over Draft. " + "Low anti-aliasing and a raytracing depth of 3 " + "reflection/refraction are processed."; renderPreset.Name = "Low"; renderPreset.RayTracingEnabled = true; renderPreset.Sampling = new MentalRayRenderSettingsTraitsIntegerRangeParameter( -1, 0); renderPreset.SamplingContrastColor = new MentalRayRenderSettingsTraitsFloatParameter( (float)0.1, (float)0.1, (float)0.1, (float)0.1); renderPreset.SamplingFilter = new MentalRayRenderSettingsTraitsSamplingParameter( Filter.Triangle, 2.0, 2.0); renderPreset.ShadowSamplingMultiplier = ShadowSamplingMultiplier.SamplingMultiplierOneFourth; break; case "MEDIUM": renderPreset.BackFacesEnabled = true; renderPreset.Description = "Rendering quality is improved over Low to include " + "texture filtering and force 2-sided is active. " + "Moderate anti-aliasing and a raytracing depth of " + "5 reflections/refractions are processed."; renderPreset.FGRayCount = 200; renderPreset.FinalGatheringMode = FinalGatheringMode.FinalGatherAuto; renderPreset.GIPhotonsPerLight = 10000; renderPreset.Name = "Medium"; renderPreset.RayTraceDepth = new MentalRayRenderSettingsTraitsTraceParameter( 5, 5, 5); renderPreset.RayTracingEnabled = true; renderPreset.Sampling = new MentalRayRenderSettingsTraitsIntegerRangeParameter( 0, 1); renderPreset.SamplingContrastColor = new MentalRayRenderSettingsTraitsFloatParameter( (float)0.05, (float)0.05, (float)0.05, (float)0.05); renderPreset.SamplingFilter = new MentalRayRenderSettingsTraitsSamplingParameter( Filter.Gauss, 3.0, 3.0); renderPreset.ShadowSamplingMultiplier = ShadowSamplingMultiplier.SamplingMultiplierOneHalf; renderPreset.TextureSampling = true; break; case "HIGH": renderPreset.BackFacesEnabled = true; renderPreset.Description = "Rendering quality is improved over Medium. " + "High anti-aliasing and a raytracing depth of 7 " + "reflections/refractions are processed."; renderPreset.FGRayCount = 500; renderPreset.FinalGatheringMode = FinalGatheringMode.FinalGatherAuto; renderPreset.GIPhotonsPerLight = 10000; renderPreset.Name = "High"; renderPreset.RayTraceDepth = new MentalRayRenderSettingsTraitsTraceParameter( 7, 7, 7); renderPreset.RayTracingEnabled = true; renderPreset.Sampling = new MentalRayRenderSettingsTraitsIntegerRangeParameter( 0, 2); renderPreset.SamplingContrastColor = new MentalRayRenderSettingsTraitsFloatParameter( (float)0.05, (float)0.05, (float)0.05, (float)0.05); renderPreset.SamplingFilter = new MentalRayRenderSettingsTraitsSamplingParameter( Filter.Mitchell, 4.0, 4.0); renderPreset.ShadowSamplingMultiplier = ShadowSamplingMultiplier.SamplingMultiplierOne; renderPreset.TextureSampling = true; break; case "PRESENTATION": renderPreset.BackFacesEnabled = true; renderPreset.Description = "Rendering quality is improved over High. " + "Very high anti-aliasing and a raytracing depth of 9 " + "reflections/refractions are processed."; renderPreset.FGRayCount = 1000; renderPreset.FinalGatheringMode = FinalGatheringMode.FinalGatherAuto; renderPreset.GIPhotonsPerLight = 10000; renderPreset.Name = "Presentation"; renderPreset.RayTraceDepth = new MentalRayRenderSettingsTraitsTraceParameter( 9, 9, 9); renderPreset.RayTracingEnabled = true; renderPreset.Sampling = new MentalRayRenderSettingsTraitsIntegerRangeParameter( 1, 2); renderPreset.SamplingContrastColor = new MentalRayRenderSettingsTraitsFloatParameter( (float)0.05, (float)0.05, (float)0.05, (float)0.05); renderPreset.SamplingFilter = new MentalRayRenderSettingsTraitsSamplingParameter( Filter.Lanczos, 4.0, 4.0); renderPreset.ShadowSamplingMultiplier = ShadowSamplingMultiplier.SamplingMultiplierOne; renderPreset.TextureSampling = true; break; } }