Realight Toolbar
Use
The Realight toolbar comprises a single button with which you can simulate global illumination within a scene using the Realight window.
Features
The Realight tool includes a number of settings that are used render models with ambient occlusion illumination.
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Fields |
Functional Description |
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Store as Vertex Colors |
Stores the ambient occlusion as vertex colors. UV coordinates are not required for this option. |
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Store as Texture Maps |
Stores the ambient occlusion texture maps. This is better for smooth surface and low polygon density objects. UV coordinates are required for this option. Note that only the UV coordinates within the range (0,0)-(1,1) are rendered. |
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Calculate Part-by-Part |
Stores the ambient occlusion, part by part |
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Rays per Sample |
The number of per vertex or per sub-pixel surface samples. The level of ambient occlusion is determined by the average result from the total number of rays cast for each sample. The higher the value you enter, the more rays are cast and so, the more accurate and smoother the rendered output. Note that higher values slow down the processing speed. |
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Maximum Distance |
The maximum allowable distance for realight rendering |
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Brightness |
Determines the level of brightness of the ambient occlusion |
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Fields |
Functional Description |
|---|---|
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Scheme |
Used to select the source from which maps are generated.
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Outcome |
Used to select the manner in which maps are generated.
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UV Map Channel |
Determines the UV channel to which the current texture map is assigned |
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Map Mode |
Used to select the manner in which texture maps are blended with the base material.
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Map Properties |
Used to establish settings for the new texture maps |
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Samples |
The number of per sub-pixel surface samples. For example, if you enter a value of 2, each pixel is divided into two and a ray is cast from each sub-pixel. Note that higher values slow down the processing speed. |
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Noise |
Applies white noise to the texture map. The higher the value, the more noise applied. |
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Prefilter |
Applies color bleed around the polygon groups. The higher the value, the more bleed is applied reducing the number of artifacts. Note that if you enter a value of 0, seams may be visible on the model. |
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Blur |
Applies Gaussian blur to the texture map. The higher the value, the more blurring applied. This can be helpful in improving illumination if you enter a low sample value. |
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Same Size for All Maps |
Used to create all maps with the same size
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Calculate Proportional Maps |
Used to create maps based on the maximum dimension of the largest object.
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Save as Internal Image |
Saves the texture maps in the internal application memory.
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Ground Plane |
Used to establish the settings for the virtual ground plane.
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