LayerΒΆ

The layer properties. If you double click on a layer, you will enter the shader editor of this layer.

Fill Seams

Max distance under which an empty pixel is filled with the color of a the closest pixel around. This is used in Bake ST mode to overdraw the geometry seams. 0 disables the feature.

Baking st Set

The st set used for baking.

S Min

Value of the left border of the image.

S Max

Value of the right border of the image.

T Min

Value of the top border of the image.

T Max

Value of the bottom border of the image.

Point Based Set

Sets of point clouds this point cloud belongs to. Any point based gathering node that share the same sets will use this point cloud.

Color Bleeding

Includes the direct illumination in the point cloud in order to be used by the point-based color bleeding. If not checked, only the point-based occlusion will be available on this point cloud.

Back Bias

Bias used to move the point back. This parameter can solve some point-based rendering issues in corners. To get the final moving distance, the bias is multiplied by the radius of the point, so this parameter is independent with the scene size.

Irradiance

Direct lighting to use as input of the SSS solution. If nothing is connected in the "Irradiance" input of the node, the node will assume a lambert node is connected.

Albedo

The albedo parameter of the SSS algorithm.

Scattering

The scattering parameter of the SSS algorithm.

Relative Index

Refraction index of the material.

Preset

This button can be used to load a SSS preset.

Error

Error threshold used during the computation of the SSS on the point cloud. Larger error means faster computation.

Scale

Multiplies the scattering parameter. Larger scale means deeper scattering.

PTC Bounces

If more than 1 bounce is chosen, (PTC Bounces-1) passes of color bleeding will be computed for each point in the point cloud. Ignored if PTC Color Bleeding is not checked.

Min Dist

Min distance for a surface to contribute in color bleeding.

Max Solid Angle

Precision of the point based computation. 0 is slow and but gives good quality, 1 is fast and gives a lot of artefacts.

Rasterize

The rasterization gives a more accurate occlusion solution, the over-occlusion is reduced but the process is slower.

Bias

Bias used to move the shading position away from the surface. This value is in camera space.

Create Movie

Creates a movie of this sequence after a Batch render or a Farm Render. The farm should include at least one Windows computer to be able to encode a movie with Quick Time.

Codec

Codec used to encode the movie.

Quality

Quality of the movie between 0 and 100.

Frame Rate

Frame rate of the movie in frame per seconds.

Encode

Encodes the movie now. This assumes the images have already been computed.

Play

Plays the movie using the default player.

Disabled

Disables the rendering of the pass.

Solo Mode

Enables the pass to be in solo mode. If at least one render pass is in solo mode, only those passes will be computed. If no render pass are in the solo mode, all the render passes are computed.

Solo

Validity

Indicates if the pass should be computed per frame, per sequence or never.

PassValidity

Order

Value used to sort this pass regarding to the other passes.

PassOrder

File Pattern

Pattern used to create the name of the output file.

FileName

File

Preview of the final filename in wip mode, for the first output, frame 666 and the eye #1.

Build

Compute the pass.

Separated Geometry Rib

When enabled, the geometry data are written in a separate Rib file. By default, all RenderPasses share the same geometry Rib file to help decrease Rib generation time and disk space. In case a RenderPass needs overrides, these overrides may not be properly taken into account, as the geometry will be generated without these overrides. Enable this to ensure the RenderPass uses its own Rib file and doesn't interfere with other RenderPasses.

Render Graph

Opens a linking view in the RenderPass<->RenderGraph mode.

View in Buffer A

Display the image in the A buffer of the render view.

View in Render

Display the image in the B buffer of the render view.

Pre-Render System Command

The system command to run before rendering this pass. During a farm render, this command is run on the renderfarm before each render.

Post-Render System Command

The system command to run after rendering this pass . During a farm render, this command is run on the renderfarm after each render.

Camera

Opens a linking view in the RenderPass<->Camera mode.

File In

Opens a linking view in the RenderPass<->FileIn mode.

Camera

Opens a linking view in the RenderPass<->Camera mode.