Géométrie

Référence

Panneau:Render ‣ Geometry

Volume Sampling

Step Size
Distance between volume shader samples when rendering the volume. Lower values give more accurate and detailed results but also increased render time.
Max Steps
Maximum number of steps through the volume before giving up, to protect from extremely long render times with big objects or small step sizes.

Subdivision Rate

Ces réglages sont utilisés pour contrôler Adaptive Subdivision.

Note

Ces options sont uniquement disponibles si Experimental Feature Set est activé.

Render
Taille des micropolygons en pixels.
Preview
Taille des micropolygons in pixels pendant la prévisualisation du rendu.
Offscreen Scale
Multiplier for dicing rate of geometry outside of the camera view. The dicing rate of objects is gradually increased the further they are outside the camera view. Lower values provide higher quality reflections and shadows for off screen objects, while higher values use less memory.
Max Subdivisions
Stop subdividing when this level is reached even if the dice rate would produce finer tessellation.
Dicing Camera
Caméra à utiliser comme point de référence pendant la subdivision de la géométrie, utile pour éviter des artefacts traînants dans les animations pendant le déplacement de la caméra de scène.

Hair

These are global settings that apply to all instances of hair systems. The resolution of the strands is controlled by the step values in particle settings. Each hair system uses the material identified in the particle settings in the same way as Blender Internal.

Voir aussi

There are also object-level hair settings for each particle system which can be found in the Hair Settings.

Use Hair
Active le rendu des systèmes de particules de poils.
Primitive
Triangles

Utilise un maillage triangle.

Resolution
Nombre de fois à subdiviser le poil. Des valeurs élevées donnent des résultats de meilleure qualité au prix de de l’usage d’une plus grande quantité de mémoire.
Line Segments
Utilise une primitive de courbe droite.
Curve Segments

Uses a smooth Cardinal curve primitive. These interpolate a path through the curve keys. However, it renders slower than line segments.

Curve Subdivisions
Le chemin interpolé est subdivisé pour donner des points à connecter. Le paramètre subdivisions définit le nombre de divisions utilisées.
Shape
Thick

Segments cylindriques entre deux points.

Cull back-faces
Excludes strands emitted from the mesh backfacing the camera.
Ribbons
Are flat planes following the strand direction facing the camera.
Min Pixels
Strands that are further away will be made wider, which is compensated with transparency to keep the look similar. This effect is only applied for camera rays. It works best with ribbon primitives.