Material Settings(マテリアル設定)#
参照
- Panel(パネル):
and
Surface(サーフェス)#
- Displacement
Method used to perform Displacement on materials.
- Displacement Only:
メッシュの頂点がレンダリングの前に置き換えられ、メッシュを実際に変化させます。メッシュが十分に分割されていれば、この手法が最も高品質な結果を得られます。結果として。この方法が最もメモリ容量を消費します。
- Bump Only:
When executing the surface shader, a modified surface normal is used instead of the true normal. This is a less memory intensive alternative to actual displacement, but only an approximation. Surface silhouettes will not be accurate and there will be no self-shadowing of the displacement.
- Displacement and Bump:
両方の手法は組み合わせて用いることができ、荒いメッシュに対してはディスプレイスメントが適用され、最終的な結果にはバンプマッピングを用います。
- Emission Sampling
The method used for sampling the emissive component of the material. This option will only have an influence if the material contains an emissive material node, otherwise it will be ignored.
- None(なし):
Do not use this surface as a light for sampling.
- Auto(自動):
Automatically determine if the surface should be treated as a light for sampling based on emission intensity.
- Front(前):
Treat only the front side of the surface as a light, useful for closed meshes whose interior is not visible.
- Back(後):
Treat only the back side of the surface as a light for sampling.
- Front and Back:
Treat surface as a light for sampling, emitting from both the front and back side.
- Transparent Shadows (透過性の有る物体の影)
Use transparent shadows if it contains a Transparent BSDF, disabling will render faster but will not give accurate shadows.
- Bump Map Correction
Applies corrections to solve shadow terminator artifacts caused by bump mapping.
Volume(ボリューム)#
- サンプリング方式
- Distance(距離):
For dense volumes lit from far away Distance sampling is usually more efficient.
- Equiangular (等角):
光源がボリュームの内部もしくは近くに存在する場合 Equiangular サンプリングの利用がより望ましいでしょう。
- Multiple Importance (多重重点):
これらの状況が混在している場合は、多重重点サンプリングを利用した方が良いでしょう。
- Interpolation(補間)
Interpolation method to use for the volume objects and smoke simulation grids.
- Linear(リニア):
Simple interpolation which gives good results for thin volumes.
- Cubic(三次式):
Smoothed high-quality interpolation needed for more dense volumes, but slower.
- Homogeneous
Assume volume has the same density everywhere (not using any textures), for faster rendering. For example absorption in a glass object would typically not have any textures, and so the renderer can be set to avoid taking small steps to sample the volume shader. Usually this is automatically determined by the renderer. This setting provides a manual control for cases where it is not detected.
- Step Rate
Adjust distance between volume shader samples for volume shaders. This is typically used to reduce the step size for procedural shaders that add more detail with procedural textures, when it is not captured by the default step size. See Volume Render Settings for more information.