![]() ![]() Using Difference mode in Photoshop shows that the only pixel changes are in rendering time and window border. At 16 we get a frame in 237.4 and 24 is 244.4 seconds. ![]() Moving up to 16 and 24 levels of recursion and we no longer see the difference apart from render times. Now we’re up to the default of 6 for recursion and a render time of 157.5 seconds. The second image has recursion set to 2 and renders in 74.9 seconds. With 1 bounce of recursion we get a very empty scene, but a render time of only 46.4 seconds. Lower numbers will yield faster rendering times. The default value is 6, but you can set this field from 0 to 24. In the world of 3D animation, you must set a limit for the number of reflections. For instance, if you stand between two mirrors facing each other you will see a seemingly countless number of reflections, repeating until the imperfect transmission of light due to the density of the glass and air causes them to fade into blackness. In the real world, things can be reflected a seemingly infinite number of times. Ray Recursion is the maximum number of times you want ray-traced reflections reflected off reflective surfaces. This sets how many bounces are generated in Global Illumination. Globally enables LightWave's post-process Lens Flares effects. Turns on and off instance rendering immediately.Īctivates or deactivates Mipmapping globally for a scene. This needs to be enabled to render the edges of your geometry using the control on the Edges tab of Object Properties, or for single points or two-point poly chains. Unseen by Rays will not affect the shadow options of a given object. ![]() This is especially handy for objects that are front projection-mapped you probably do not wish them to show up in the reflections within other objects. It will, however, render normally in the scene. This means that the object that is unseen by rays will not appear in the reflections or refraction of another object. Handle massive geometry files, 8 to 10 million polygon objects can be edited with ease.Selecting Unseen by Rays for an object tells LightWave to ignore the object in its ray-tracing calculations when reflection and refraction are involved. Use tools like sculpt, drag, pinch and erase to deform and manipulate geometry over timeĮdit individual geometry over time within a dynamics simulation cache, using tools like Transform, Pin, and Bulge to complete projects quickly Quickly and easily remove dynamics simulation errors, and jitters to sculpt deformations on cache files from most 3D software programs Using industry standard vertex cache files in Alembic, LightWave MDD, or Autodesk Geometry Cache formats you can easily paint out errors on your dynamic simulations or even completely change the look of a character either with layered sculpting “clips” in the timeline or globally to affect every frame in your cache animation.ĬhronoSculpt also allows you to export any frame from your sculpt or deformation directly to a LightWave Endomorph or OBJ object file (for blend shapes in Autodesk Maya).ĬhronoSculpt could potentially save you hours of work by allowing you to quickly make changes to the baked dynamic simulation cache files to address simulation jitter, soft body penetrations, or to remove stray simulation pieces and get the shot out the door. ChronoSculpt also introduces a radical new geometry engine based on our “Hydra” technology which allows the deformation and manipulation of 8 to 10 million polygon objects with ease. ChronoSculpt is a powerful new stand-alone application that revolutionizes working with animation and dynamic simulation cache files from any application by allowing you to use sculpting and transformation tools over time. ![]()
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