Median – Choose the value of the sample that has the median z value of all samples.Įdge – Filter using a unit box but only averages samples with object coverage. Max – Choose the value of the sample with the maximum z value (farthest from camera). Min – Choose the value of the sample with the smallest z value (closest to camera). This is mantra’s equivalent to prman’s raster-orient flag. The default value of 1 generally will result in sharp, high quality displacements at a shading quality of 1 for all incident angles. Increasing the Z-Importance will improve quality on displacement shaded ground planes (for example). This is important when displacement mapping is being performed. ![]() With a value greater than 1, more divisions will be performed in Z. With a Z-Importance of 1, the grid will be more uniformly sub-divided. With a Z-Importance of 0, only the projected measurements will be used, which will result in long, thin strips being created. However, if the grid is nearly in the XZ plane, z-importance has more influence on the dicing. If you think of a grid in the XY plane, the z-importance has no effect. It is possible to increase the Z-Importance beyond 1. This is roughly equivalent to raster space measurement.īy increasing the Z-Importance to 1, the z measurement becomes more meaningful. A Z-Importance of 0 means that the x and y components of the object will be the only metric in determining the size of the object. ![]() The Z-Importance can be used to bias the z-component of the surface. The effect of changing the shading quality is to increase or decrease the amount of shading by a factor of vm_shadingquality squared - so a shading quality of 2 will perform 4 times as much shading and a shading quality of 0.5 will perform 1/4 times as much shading. When using ray tracing, pixel samples and ray sampling parameters must be used to improve surface shading quality. ![]() In ray tracing engines, shading quality only affects the geometric subdivision quality for smooth surfaces (NURBS, render as subdivision) and for displacements - without changing the amount of surface shading. A higher value will generate smaller micropolygons meaning that more shading will occur - but the quality will be higher. With all other parameters at their defaults, a value of 1 means that approximately 1 micropolygon will be created per pixel. This parameter controls the geometric subdivision resolution for all rendering engines and additionally controls the shading resolution for micropolygon rendering.
0 Comments
Leave a Reply. |