In the top right corner of each view you can click on the gear icon to configure the rendering of that view.
You can configure the following options:
Parameter | Description |
---|---|
Show grid | Toggle display of a grid on the X/Z plane |
Grid opacity | Change the opacity of the grid. (Only available if grid is displayed) |
Background | Select background mode between an environment map or a solid color |
Polygon Mode | Toggle between Fill and Wireframe display |
Anti-aliasing | Select the level of anti-aliasing (AA) applied |
Ambient occlusion * | Toggle the rendering of ambient occlusion |
Reflections * | Toggle the rendering of reflections |
Bloom * | Toggle the rendering of bloom |
Depth of Field * | Add a depth of field to the view |
Tone mapping | Apply a tone mapping post-processing effect to the view |
Projection mode | Changes the view type on projectors. (This option is only available in Study render mode) |
The post-processing effects marked with a * give access to additional parameters. See below.
Post-processing options
There are 5 post-processing options that can be activated on each view.
Ambient occlusion
Ambient occlusion is a shading and rendering technique to calculate how exposed each point in a scene is to ambient lighting.
This post-processing effect attemps to compute this information by taking into account the position and morphology of objects in the rendered scene, whereas the AO property in the materials contains data hard-coded into the texture map defining how the material should react to ambient light.
Both sources of Ambient occlusion will add up in the final result.
Parameter | Description |
---|---|
Intensity | Intensity of the light attenuation |
Radius | Size used in the search for objects blocking ambient light |
Bias | Property used to avoid shadow artifacts produced by the object on itself (self-shadowing) |
Reflections
Reflections as a post-processing option enables reflections of objects on other objects using a process known as Screen Space Reflections.
Parameter | Description |
---|---|
Max distance | Maximum distance for the reflection rays. Objects further away from the reflection point will not show in the reflection |
Thickness | Assumed thickness of objects when the reflection ray passes behind them |
Marching steps | Number of steps for the Marching pass. Higher values may give better results in reflections but require more ressources. |
Binary steps | Number of steps for the Binary pass. Higher values may give better results in reflections but require more ressources. |
The Marching and Binary passes refer to the process of iteratively extending or contracting the length, or magnitude, of some vector in order to probe or sample some space for information (e.g. has the ray encountered an object ?).
The Marching pass tries to find the closest object in the reflection ray’s path by advancing in linear increments of distance along its axis until an intersection occurs (an object is encountered by the ray).
Once an intersection has been found between two Marching steps, the Binary pass uses the Binary search algorithm to find the exact intersection point (where the object was encountered by the ray).
Bloom
Bloom is an effect to reproduce an imaging artifact of real-world cameras. It produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of an extremely bright light overwhelming the camera or eye capturing the scene.
Parameter | Description |
---|---|
Radius | Defines the size of the simulated artifacts |
Strength | Defines the intensity of the simulated artifacts |
Depth of field
The Depth of field is the distance between the nearest and the furthest objects that are in acceptably sharp focus in an image captured with a camera.
The effect simulates the blurring of objects that are out of focus.
Parameter | Description |
---|---|
Bokeh radius | Size of the blur effect applied on objects out of focus |
Focus distance | Distance between the camera and the center of the focus interval |
Focus interval | Distance between the nearest and furthest objects in focus |
Tone mapping
Tone mapping is a technique used to remap the colors of the rendered HDR image into a smaller SDR range so that it can be displayed on standard SDR displays while retaining as much details as possible.
This post-processing effect does not have any parameters.
Projection modes
Projection modes are only available when in Study render mode and modify the content displayed by projectors in the scene.
The following modes are available:
Mode | Description | Unit |
---|---|---|
Standard | Projects the (source) image in a normal way (default) | - |
Luminosity | Displays the impact strength of projectors in false colors | lux |
Pixel density | Displays the pixel density of projectors in false colors | px/m² |
Horizontal pixel size | Displays the horizontal pixel size of projectors impacts in false colors | mm |
Vertical pixel size | displays the vertical pixel size of projectors impacts in false colors | mm |
Mode | Preview | Settings |
---|---|---|
Standard | ||
Luminosity | ||
Pixel density | ||
Horizontal pixel size | ||
Vertical pixel size |
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