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3_FirstSteps  
Interface sumary
Updated Feb 4, 2010 by cedricpa...@gmail.com

First steps: The user interface

Render globals:

You can access to render globals by pressing NUMPAD 1 on the script panel.

Render attributes

  • Pass name: you can give a name to the pass here.
  • Active pass: select the active pass with this slider
  • Passes: enter the number of pass you need here
  • Grid size: set the grid size (see Renderman doc)
  • Shading rate: set the shading rate (see Renderman doc)
  • Pixel sample: set the number of samples per pixel
  • Filter type: set the filter type (catmull, box, etc.)
  • Jitter: the amount of jittering
  • Eye split: see Renderman doc
  • Bucket size: set the bucket size (see Renderman doc)
  • Texture mem: (see Renderman doc)
  • Motion blur: enable motion blur
    • Transformation blur: enable transformation blur
    • Deformation blur: enable deformation blur (shape key)
    • Camera blur: enable camera blur
  • Filter size: the size of the filter
  • Camera: set the camera you want to use for this pass
  • DDriver: set the display driver
  • Output: the channels you want to output
  • A: output alpha channel in a file
  • Z: output depth channel in a file
  • Texture path: textures search pathes (separated with :)
  • Shader path: shaders search pathes (separated with :)
  • Lazy compute: when enabled, don't recompute already generated shadow maps
  • Lauch renderer: when enabled, lauch the renderer at the end of the translation
  • Render all passes: when enabled, translate all passes, else translate active one
  • Render: launch the translation
  • Preview: preview mode (for speed rendering)
  • Net: for future use
  • Display channels: additionnals display channels (_area and _radiosity are shortcuts for pointcloud generation)
  • Use group for this pass: set a group of objects for rendering the active pass
  • Ins pass: insert a pass just after the active one
  • Del pass: delete the current(active) pass
  • Cl: cleaup the file (useful when you added/removed pass multiple times)
  • Render shadow: render shadow pass
  • Render hero: render hero(beauty) pass
  • Full pathes: export the shader with pathes or not
  • Volume shader: set the atmosphere shader for this pass

Object attributes:

You can access to object attribute by pressing NUMPAD 2 on the script panel. Just select the object in the 3D view, go to the attribute panel and change the attributes.

Notes:

  • in all attributes panels you have Active pass, you can select the pass number with it.
  • The pass name is displayed on the left if you gived one in the render globals.

Meshes attributes:

  • Ray trace:
    • Trace specular: Make object visible to specular rays
    • Trace diffuse: Make object visible to diffuse rays
    • Transmission hit: Set the transmission mode (Primitive (opacity), Shader or None)
    • Bias: The trace bias (see Renderman doc)
  • Particles:
    • Hair root size: When a particle system (hair mode) is attached to this objects, sets the root size of the curve
    • Hair tip size: Same as above, tip size of curve
  • Others:
    • Override shading rate: If you want to change the shading rate of this object
    • Visible to camera: Make the object visible or not to the camera
    • Binary dicing: See the renderman documentation to know more
    • Raster orient: See the pointcloud generation doc
    • Cull hidden: See the pointcloud generation doc
    • Backface culling: See the pointcloud generation doc
    • Freeze Pref: Freeze the object for texturing see Pref doc
    • Geometric approx: Enbling it will speed up the renderer when motion blurring
    • Cast shadow: Object cast shadow or not (for buffered shadows only)
    • Exports Vertscols: Export the vertex colors
    • Export UV: Export the object's UV map
    • Displacement bound: See the renderman doc
    • Interpolate boundary: Use for subdivision meshes only.
  • Shading:
    • Particle shader: The particle shader you want for this object (for sphere particles)
    • Volume shaders: The volume shader you want for this object
    • Displacement shader: The displacement shader you want for this object
    • Surface shader: The surface shader you want for this object

Light attributes:

  • Pixel filter: set the pixel filter width
  • Light shader: attach a light shader to this light
  • Shadow name: the name of the shadowmap (AUTOSHADOW for automatic shadow generation)
  • Shadow type: "deep", "depth" or "Dont't compute"
  • Shading rate: set the shading rate for shadow generation
  • Pixel sample: the number of samples per pixels for shadow generation
  • Jitter: the amount of jitter for pixel samples

Empty attribute:

  • Coordinate system: export the empty as a coordiante system, useful for shaders

Shader compiler:

You can write your shader in a Blender text window. Just prefix its name with SHA_ to make it compile via the Compile button on the shader panel (NUMPAD 3 in the script panel).

Note: Shaders are automatically compiled before rendering.

You can load it once compiled by pressing the "Load" button on the shader panel

Goto the first tutorial


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