Overview of the Render Settings
This tab gives you the options for controlling the quality of your images.
As shading rate is done in raster space (screen space) the larger your object is in the scene the more it will be sampled, the further away it goes the less “hits” it will get and thus it will be sampled less. You can set custom shading rates in your RIB on a per object basis, so you could either increase or decrease the shading rate of your object as it goes away, from or towards, the camera.
When sampling motion blur or depth of field, it is often a good idea to have “jittered” enabled. Jittering allows stochastic sampling which aids in the reduction of anti-aliasing. Jittering adds noise to the sample locations, in other words the samples don’t form a regular pattern on the pixel.
Box Also known as average or mean filtering, this is a method of reducing the intensity variation between pixels, and is often used to reduce noise. The filter works by replacing the current value of the pixel with the average value of its surrounding pixels and itself. A filtering kernel is used which is slid over the image with the current pixel at its center. Any other pixels that fall within this kernel are used in the sampling calculation.
If you made the filter larger, say 5 x 5 you would end up with pixel samples of 1/25 contributing to the center pixel etc.
Triangle Similar to a box filter but with linear falloff towards the edges, So the further away the pixels are from the current center one, the less their “influence”.
CatmullRom Samples are weighted by a Hermite curve that has a negative lobe near its border. This filter will increase contrast at edges in the image.
Gaussian This is used to blur an image to remove noise and detail. It is similar to the box filter above except it uses a different kernel shape, a bell curve. A bell curve gives a weighted average to the centered pixels, which will give you gentler smoothing and will preserve edges better than the uniformly averaged box filter.
Sinc Sinc filtering removes frequency components above a given bandwidth but leaves low frequencies alone. This will give you better contrast and sharper edges, as it has negative lobes too.
Mitchell The Mitchell filter is particularly suited to transforming images into a higher resolution than they were originally. Mitchell filtering is broken into three stages and based on point sampling (like ray tracing): Firstly, the entire image is sampled at a relatively low density. Then, on the basis of these initial sample values, some regions of the image may be sampled further at a higher density to reduce noise. Finally, when the image is reconstructed, all of the samples are used to generate the final pixel values for the image.
Separable-CatmullRom This uses the same CatmullRom function but is separable. A separable filter reduces the amount of calculations needed to compute the final value and is therefore faster. For example, if your input image is M-by-N pixels and your filter sample is X-by-Y pixels. For a non-separable filter this would take:
X x Y x M x N
(X + Y) x M x N
Blackman-Harris A separable four term filter which has a moderately wide main lobe.
What is Convolution? Image convolution is a technique of smoothing an image, or sharpening an image, by replacing a pixel with a weighted sum of itself and nearby pixels.
You can take a look at the comparison images for the separate filters here, shown with different filter widths.
The global settings for controlling the amount of motion blur in your scene. See Motion Blur.
The global settings for controlling the ray tracing options in your scene. See Ray tracing.
Gives you the option of creating an environment sphere providing you access to secondary lighting effects. Here Global Illumination is unlike the Maya version with photon casting etc. You will find the options for Occlusion and colorbleeding when you enable this option (by clicking the checker board icon). See RenderMan Environment Light.
RenderMan provides Primary and Secondary outputs which are output as separate images when rendering your scene. These can be helpful for producing diffuse, matte and specular passes (and others) for use when composting your images. You can select the bit depth and filter settings for each pass, in addition to adding per pass overrides -such as increasing the pixel samples or changing the image resolution. See Secondary Outputs.
Shows a list of paths where images and textures etc will be output to.
- Asset cleanup settings found under the arrow menu to the right of path.
- List assets will give information in the script editor about the directory.
Setting up the path directories to be non-scene name dependent
This is where the renderer will look for your shaders etc. They are generally relative to the project but can be changed so they look in one location. If your farm is Linux based, and your machines run on Windows you will need to use the directory mapping feature so that all your textures etc can be found.
["NFS" "X:/" "/ifs/profiles/stranger/"] ["UNC" "/ifs/profiles/stranger/" "X:/"]
This is where netrender will look for the textures etc for the frame it is currently rendering.
Here you can tell the renderer not to update your RIB files (if they are already present on disk), and whether the files should be compressed.
Here you will enter MEL or procedure calls to manipulate your RIB output. See RIB fundamentals.
Filters let you filter a RIB stream and substitute (or change) the RIB that is passed to the render at render time. These are powerful and this section of advanced options is where you can add and use these filters. More than one filter can be used at a time, and a filter that occurs later in a chain can affect changes made by an earlier one.
If a Shading Group can't be found for an object, RenderMan will substitute a default one. Here you can override that default group with a custom one; for instance, to make the objects with no shaders stand out more for debugging.
These allow you to control the maximum cache size for your maps, (such as textures etc).
You can get RenderMan to output statistics to an XML file. These can be helpful with debugging scenes, as memory and time information is written out. See Statistics. RIB structure options and attributes