The following group codes are used by MENTALRAYRENDERSETTINGS objects.
MENTALRAYRENDERSETTINGS group codes |
|
---|---|
Group code |
Description |
0 |
Object name (MENTALRAYRENDERSETTINGS) |
5 |
Handle |
102 |
Start of persistent reactors group; always “{ACAD_REACTORS” |
330 |
Soft-pointer ID/handle to owner dictionary |
102 |
End of persistent reactors group; always “}” |
100 |
Subclass marker (AcDbRenderSettings) |
90 |
Class version 1 |
1 |
Render preset name |
290 |
Render materials flag |
90 |
Texture sampling quality |
290 |
Render back-faces flag |
290 |
Render shadows flag |
1 |
Preview image file name(can be blank) |
100 |
Subclass marker (AcDbMentalRayRenderSettings) |
90 |
Class version 1 |
90 |
Sampling rate (minimum) |
90 |
Sampling rate (maximum) |
70 |
Sampling filter type 0 = Box 1 = Triangle 2 = Gauss 3 = Mitchell 4 = Lanczos |
40, 40 |
Filter width, height |
40, 40, 40, 40 |
Sampling contrast color; Red, green, blue, and alpha channel values |
70 |
Shadow mode 0 = Simple 1 = Sort 2 = Segment |
290 |
Shadow map flag; applies only to lights using mapped shadows |
290 |
Ray tracing flag |
90, 90, 90 |
Ray tracing depth for reflections, refractions, and maximum depth |
290 |
Global illumination flag |
90 |
Photons/sample count |
290 |
Global illumination radius flag |
40 |
Global illumination sample radius |
90 |
Photons per light |
90, 90, 90 |
Global illumination photo trace depth for reflections, refractions, and maximum depth |
290 |
Final gather flag |
90 |
Final gather ray count |
290, 290 |
Final gather minimum and maximum radius flags |
290 |
Final gather pixels flag |
40, 40 |
Final gather minimum and maximum sample radius |
40 |
Luminance scale (energy multiplier) |
70 |
Diagnostic mode 0 = Off 1 = Grid 2 = Photon 4 = BSP |
70 |
Diagnostic Grid mode 0 = Object 1 = World 2 = Camera |
40 |
Grid size |
70 |
Diagnostic Photon mode 0 = Density 1 = Irradiance |
70 |
Diagnostic BSP mode 0 = Depth 1 = Size |
290 |
Export MI statistics flag |
1 |
MI statistics file name (can be blank) |
90 |
Tile size |
70 |
Tile order 0 = Hilbert 1 = Spiral 2 = Left to right 3 = Right to left 4 = Top to bottom 5 = Bottom to top |
90 |
Memory limit |