Advanced Render Settings
use the Advanced Render Settings palette to make rendering settings. You
can also access the
Presets Manager from the Render Settings
Render Preset List / Select
Lists standard render presets ranging from lowest
to highest quality, up to four custom render presets and allows
access to the Render Presets Manager.
Contains settings that affect how your model
- Save File
Determines if the rendered
image is written to a file.
- Rendering Procedure
Controls the model content that gets processed during
rendering. The render procedure has three settings: View, Crop,
- View. Renders
the current view without displaying the Render dialog box.
- Crop. Creates
a render area at render time. When you click the Render button with
Crop Window selected, you are prompted to specify an area in the
drawing before rendering proceeds. This option is available only
when Viewport is selected under Destination.
- Selected. Displays
a prompt to select objects to render.
Determines the output site that the renderer uses
to display the rendered image.
- Window. Renders
- Viewport. Renders
to a viewport.
Specifies a file name
and location where the rendered image will be stored. The File Type
list shows the following formats:
- BMP (*.bmp).
Still-image bitmap file in the Windows bitmap (.bmp) format.
- PCX (*.pcx).
Simple format that provides a minimum of compression.
- TGA (*.tga).
File format that supports 32-bit true color; that is, 24-bit color
plus an alpha channel, and is typically used as a true color format.
- TIF (*.tif).
Multiplatform bitmap format.
- JPEG (*.jpg).
Popular format for posting image files on the Internet for minimum
file size and minimum download time.
- PNG (*.png).
Still-image file format developed for use with the Internet and World
Shows the current output
resolution setting for the rendered image. Opening the Output Size list
displays the following:
- Up to four custom size settings.
NoteCustom output sizes
are not stored with the drawing and they are not retained between
- Four of the most commonly used output resolutions.
- Access to the
- Exposure Type
Controls the tone operator
setting. This does not need to be stored in the named render preset.
Rather it can be stored per drawing in the render context.
- Automatic. Indicates
that the tone operator used should be chosen to match the current viewport
tone operator strategy.
- Logarithmic. Indicates
that the log exposure control should be used.
- Physical Scale
Specifies the physical
scale. Default = 1500.
Renders the model directly
from the Advanced Render Settings palette.
Contains settings that
affect how materials are handled by the renderer.
- Apply Materials
the surface materials that you define and attach to an object in
the drawing. If Apply Materials is not selected, all objects in
the drawing assume the color, ambient, diffuse, reflection, roughness,
transparency, refraction, and bump map attribute values defined
for the GLOBAL material. For more information, see
- Texture Filtering
Specifies how texture
maps are filtered.
- Force 2-Sided
Controls if both sides
of faces are rendered.
Controls how the renderer
- Min Samples
Sets the minimum sample
rate. The value represents the number of samples per pixel. A value
greater than or equal to 1 indicates that one or more samples are
computed per pixel. A fractional value indicates that one sample
is computed for every N pixels (for example, 1/4 computes a minimum
of one sample for every four pixels). Default=1/4.
- Max Samples
Sets the maximum sample
rate. If neighboring samples find a difference in contrast that exceeds
the contrast limit, the area containing the contrast is subdivided
to the depth specified by Maximum. Default=1.
The values of the Min
Samples and Max Samples lists are "locked" together so that the
value of Min Samples can't exceed the value of Max Samples. An error
dialog box is displayed if the Min Samples value is greater than
the Max Samples value.
- Filter Type
Determines how multiple
samples are combined into a single pixel value. The filter types
- Box. Sums all
samples in the filter area with equal weight. This is the quickest
- Gauss. Weights
the samples using a Gauss (bell) curve centered on the pixel.
- Triangle. Weights
the samples using a pyramid centered on the pixel.
- Mitchell. Weights
the samples using a curve (steeper than Gauss) centered on the pixel.
- Lanczos. Weights
the samples using a curve (steeper than Gauss) centered on the pixel,
diminishing the effect of samples at the edge of the filter area.
- Filter Width and Filter Height
Specifies the size of
the filtered area. Increasing the value of Filter Width and Filter
Height can soften the image; however, it will increase rendering
- Contrast Color
- Contrast Red, Blue, Green
Specifies the threshold
values for the red, blue, and green components of samples. These
values are normalized, and range from 0.0 to 1.0, where 0.0 indicates
the color component is fully unsaturated (black, or 0 in eight-bit
encoding) and 1.0 indicates the color component is fully saturated
(white, or 255 in eight-bit encoding).
- Contrast Alpha
Specifies the threshold
value for the alpha component of samples. This value is normalized,
and ranges from 0.0 (fully transparent, or 0 in eight-bit encoding)
to 1.0 (fully opaque, or 255 in eight-bit encoding).
Contains settings that
affect how shadows appear in the rendered image.
Specifies if shadows
are computed during rendering.
The shadow mode can be
Simple, Sort, or Segments.
- Simple. Generates
shadow shaders in a random order.
- Sort. Generates
shadow shaders in order, from the object to the light.
- Segments. Generates
shadow shaders in order along the light ray from the volume shaders
to the segments of the light ray between the object and the light.
Controls if shadow mapping is used to render shadows.
When on, the renderer renders shadow-mapped shadows. When off, all shadows
- Sampling Multiplier
Globally limits shadow
sampling for area lights. This is part of the rendering preset data.
This allows draft and low quality presets to reduce area light sampling.
It’s effect is to modulate the inherent sampling frequency specified
for each light. The default value=1 for new presets. Values are
0, 1/8, 1/4, 1/2, 1, 2. Draft: 0; Low:1/4; Med:1/2; High:1; Presentation:1.
Contains settings that
affect the shading of a rendered image.
if ray tracing should be performed when shading.
Limits the combination of reflection and refraction.
Tracing of a ray stops when the total number of reflections and
refractions reaches the maximum depth. For example, if Max Depth equals
3 and the two trace depths each equal the default value of 2, a
ray can be reflected twice and refracted once, or vice versa, but
it cannot be reflected and refracted four times.
the number of times a ray can be reflected. At 0, no reflection
occurs. At 1, the ray can be reflected once only. At 2, the ray
can be reflected twice, and so on.
the number of times a ray can be refracted. At 0, no refraction
occurs. At 1, the ray can be refracted once only. At 2, the ray
can be refracted twice, and so on.
Affects how your scene
if lights should cast indirect light into the scene.
Sets how many photons are used to compute the intensity
of the global illumination. Increasing this value makes global illumination
less noisy but also more blurry. Decreasing this value makes global
illumination more noisy but less blurry. The larger the Samples
value, the greater the rendering time.
- Use Radius
Determines the size of
photons. When on, the spinner value sets the size of photons. When
off, each photon is calculated to be 1/10 of the radius of the full
Specifies the area within
which photons will be used when illuminance is computed.
- Max Depth
Limits the combination
of reflection and refraction. Reflection and refraction of a photon stop
when the total number of both equals the Max Depth setting. For
example, if Max Depth equals 3 and the trace depths each equal 2,
a photon can be reflected twice and refracted once, or vice versa,
but it can’t be reflected and refracted four times.
- Max Reflections
Sets the number of times
a photon can be reflected. At 0, no reflection occurs. At 1, the photon
can be reflected once only. At 2, the photon can be reflected twice,
and so on.
- Max Refractions
Sets the number of times
a photon can be refracted. At 0, no refraction occurs. At 1, the photon
can be refracted once only. At 2, the photon can be refracted twice,
and so on.
Calculates global illumination.
Controls the final gathering
- On. Turns on
the global illumination in final gather.
- Off. Turns off
the calculation of global illumination in final gather.
- Auto. Indicates
that the final gather should be dynamically enabled or disable at
render time based on the skylight status.
Sets how many rays are used to compute indirect
illumination in a final gather. Increasing this value makes global
illumination less noisy, but also increases rendering time.
- Radius Mode
Determines the radius
mode for final gather processing. Settings are On, Off, or View.
- On. Specifies
that the setting means the Max Radius setting is used for final
gather processing. The radius is specified in world units, and defaults
to 10 percent of the maximum circumference of the model.
- Off. Specifies
the maximum radius is the default value of 10 percent of the maximum model
radius, in world units.
- View. Specifies
the Max Radius setting in pixels instead of world units and is used
for final gather processing.
Sets the maximum radius within which final gathering
is processed. Reducing this value can improve quality at a cost
of increased rendering time.
- Use Min
Controls whether the
Min Radius setting is used during final gather processing. When
on, the minimum radius setting is used for final gather processing.
When off, the minimum radius is not used.
- Min Radius
Sets the minimum radius
within which final gathering is processed. Increasing this value
can improve quality but increase rendering time.
Affects how lights behave when calculating indirect
illumination. By default, the energy and photon settings apply to
all lights in a scene.
Sets the number of photons
emitted by each light for use in global illumination. Increasing this
value increases the accuracy of global illumination, but also increases
the amount of memory used and the length of render time. Decreasing
this value improves memory usage and render time, and can be useful
for previewing global-illumination effects.
- Energy Multiplier
Multiplies the global
illumination, indirect light, intensity of the rendered image.
Helps you understand
why the renderer is behaving in a certain way.
Renders an image that
shows the coordinate space of objects, the world, or camera.
- Object. Shows
local coordinates (UVW). Each object has its own coordinate space.
- World. Shows
world coordinates (XYZ). The same coordinate system applies to all
- Camera. Shows
camera coordinates, which appear as a rectangular grid superimposed
on the view.
- Grid Size
Sets the size of the
Renders the effect of
a photon map. This requires that a photon map be present. If no photon
map is present, the Photon rendering looks just like the nondiagnostic
rendering of the scene: the renderer first renders the shaded scene,
then replaces it with the pseudocolor image.
- Density. Renders
the photon map as it is projected into the scene. High density is displayed
in red, and lower values render in increasingly cooler colors.
Similar to the Density rendering, but shades the photons based on
their irradiance. The maximum irradiance is rendered in red, and
lower values render in increasingly cooler colors.
Renders a visualization
of the parameters used by the tree in the BSP ray-trace acceleration method.
If a message from the renderer reports excessively large depth or
size values, or if rendering seems unusually slow, this can help you
locate the problem.
- Depth. Shows
the depth of the tree, with top faces in bright red, and increasingly
deep faces in increasingly cool colors.
- Size. Shows
the size of leaves in the tree, with differently sized leaves indicated
by different colors.
- Tile Size
Determines the tile size
for rendering. To render the scene, the image is subdivided into
tiles. The smaller the tile size, the more image updates are generated
during rendering. When the tile size is reduced, the number of image
updates increases, meaning that a rendering take longer to complete.
If the tile size is increased, fewer image updates occur and the
rendering takes less time to complete.
- Tile Order
Specifies the method
used (render order) for tiles as an image is rendered. You can choose
a method based on how you prefer to see the image appear as it renders
in the Render Window.
- Hilbert. Next
tile to be rendered is based on the cost of switching to the next
- Spiral. Tiles
are rendered beginning at the center of the image, and spiral outward.
- Left to Right.
Tiles are rendered in columns, from bottom to top, left to right.
- Right to Left.
Tiles are rendered in columns, from bottom to top, right to left.
- Top to Bottom.
Tiles are rendered in rows, from right to left, top to bottom.
- Bottom to Top.
Tiles are rendered in rows, from right to left, bottom to top.
- Memory Limit
Determines the memory
limit for rendering. The renderer keeps a count of the memory it
uses at render time. If the memory limit is reached, the geometry
for some objects is discarded in order to allocate memory for other