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Mental ray for maya 2016 control specular
Mental ray for maya 2016 control specular





mental ray for maya 2016 control specular

The Diffuse Trace Depth control affects how deep in the eye sample path this technique will be used.

mental ray for maya 2016 control specular

This uses the quality control for determining indirect samples (GI rays). Uses the latest GI technique in mental ray to provide indirect diffuse sampling. No indirect diffuse sampling occurs On (GI Prototype) All use the same quality control to control the sampling quality of diffuse materials. This selects the technique for providing indirect diffuse reflection and transmission. This control is currently duplicated in the IBL node Attribute Editor User Interface. Currently, separate from lighting quality and enabled when environment lighting is enabled. Environment Lighting QualityĬontrols the number of environment light samples to use. Lighting quality takes into account the number of lights, both point and area, as well as trace depth and other factors to ultimately determine how many light samples to use. This disregards the explicit samples settings in each area light in favor of more sweeping scene control. When actively enabled, the default for new scenes, mental ray uses light importance sampling (LIS) to sample the lights. Lighting QualityĬontrols the number of light samples at an intersection point, when a ray hits an object, and the material is processed. When there is noise in the scene, typically increase this quality. This is the primary control for quality vs. The number of samples per pixel varies depending on the quality measured locally per pixel region. Include indirect lighting in the calculations.Controls the samples per pixel globally across the scene in unified sampling mode, the default mode. The shift applied to both Primary (reflection) and Secondary (Glint) highlights in opposing directions (Primary backwards and Secondary forwards) with a scaling factor of 1.5, as recommended by the Marschner model.īasic (straight ray line) transparency coloration for light coming through the hair in shadow shaders and direct light glossy transmission. Reflection Weight is multiplied by a directionally dependent Fresnel weighting factor using an IOR of 1.55, taken from the measured Marschner data. The color of the Primary (specular) highlight.

  • Primary Reflection Weight (multiplied by directional dependency).
  • The hair physical shader is an energy conserving Marschner type model, so all weights are a 0-1 representation of the 0-100% factors of the weight remaining. A value of 0 gives a highly specular response. U is the direction of the hair Tangent and V is the direction of the hair width, perpendicular to the normal (bitangent). Increasing roughness widens the highlight. Tip_color are specified, the hair color is interpolated fromĬontrols the width of the glossy lobes in U and V.

    mental ray for maya 2016 control specular

    Root_color is specified, each hair is colored using a single color. XGen can override this color on a per hair basis when adding theĬustom Shader Parameters (in the XGen Editor, ColorĬolor for the diffuse component of the illumination model. Hair is treated like a single sided flat ribbon with the ability to modulate the normal for more rounded, tube like hair edge behavior. Select this option so that the shading normal is modified to make flat hair look tubular.







    Mental ray for maya 2016 control specular