Advanced Rendering Options Rollout Menu
The parameters and options found in this menu, allow the user to fine tune and optimize material rendering effects to the best possible output while keeping the render times low.
Reflections Group of Controls
Max Distance – used to limit reflections to a certain distance, which is perfect to speed up rendering by avoiding to shade distant objects
反射最大距离 － 限定反射范围，通过排除此距离外场景的反射计算加速渲染。
Fade to end color – check this option to make the reflections fade to this specified color. By default, reflections fade to the environment color. Setting this color to a specific value comes in handy when rendering interior scenes.
Max Trace Depth – is used as cut off value to define when to stop tracing reflective rays. If this number of bounces is reached the material behaves as if the Highlights+GI Only switch is on, so no more rays will be shot or followed and only the GI result and highlights will be created from this point on.
Cutoff Threshold — sets the intensity value at which reflections are no longer traced or used. The higher this value the more reflection rays are not used or followed on.
Refraction Group of Controls
Max Distance – used to limit refraction to a certain distance, which is perfect to speed up rendering by avoiding to shade distant objects
Color at Max Distance – When on, the material simulates physically correct absorption. At the distance specified by Max Distance, the refracted image has the color given by Color At Max Distance, but the rays are not limited in reach. At twice the distance, the influence of Color At Max Distance is double, at half the distance half, etc.
When off, transparency rays simply fade to black. This is like smoked glass and other highly absorbent materials. Transparency just stops at the specified distance. This has the same performance advantage as using the Max Distance for reflections: Tracing shorter rays is much faster.
Max Trace Depth – is used as cut off value to define when to stop tracing reflective rays. If this number of bounces is reached the material refracts black
Cutoff Threshold — sets the intensity value at which refractions are no longer traced or used. The higher this value the more reflection rays are not used or followed on.
Advanced Reflectivity Group of Controls
Visible area lights cause no Highlights – check this option to disable the Highlights created by area lights. This option is useful when the “light mesh” is turned on. Usually the reflected mesh of the area light will create the highlight, then.
Skip reflections on inside (except total internal reflection) – this option is meant as a time saver, as it assumes that inside reflections are usually not that prominent in a rendering. Total internal reflections however, will be still handled physically correct.
Advanced Transparency Options Group of Controls
The options give you control over some of the deepest details of the Arch & Design material. 这些选项允许你控制材质中最细微的部分。
Glass/Translucency treat objects as… – 玻璃，透明体被视为……
Solid – assumes that the meshes are modeled like volumes (a real thickness) were a ray can enter on one side and exit on the other.
Thin Walled – is used whenever the objects are only one face thick and do not represent a real volume were a ray enters and exits at a certain distance.
When Caustics are enabled, transparent objects: –
Refract light and generate Caustic effects – use this option to create physically accurate shadow and light effects with transparent objects. The shadow brightness is controlled by the refraction and caustic effect. A good knowledge of caustic effects and rendering with lights is needed to get this effect look accurate.
Use Transparent Shadows – when checked, caustic light effects are turned off for this material and shadows are rendered in a “normal” fake way where the transparency depends on the color and opacity of the material.
Back Face Culling – check this option to render this material as single sided by default finalRender materials are double sided.
Transparency propagates Alpha channel – sets the transparency method to be used for the alpha channel information in the background. When enabled, the alpha information for transparent objects are created properly.
Indirect Illumination Options Group of Controls
GI multiplier – sets the strength for the indirect illumination effects in a rendering for this material.