====== Basic Render Setting ====== * **Base material**: Redshift Material (comes with preset) * reflection: * roughness: (spec blurness) * fresnel type: IOR - index of reflection * refraction, transmission * weight: (transparency) * Optimization * reflection: max trace depth * RS surface scatter mat * scale: smaller mean less scatter * **Light** * RS_domelight (HDRI light) * RS_physicalLight (area light, geo light, spot light, point light) * **Camera**'s lens shader * Bokeh shader: * Ciricle of Confusion: smaller, sharper * bokeh shape image: control bokeh shape and if RGB seperate, it will add abbreviation * PhotographicExposure shader **Render setting** ^ Output tab ^^ ^ Progressive Rendering | | the passes setting | only affect IPR progressive render, not final render | | Force Progressive for IPR | uncheck that if you want to bucket render for IPR as point based render not supported in progressive | | unified sampling and adaptive threshold | noise level control \\ min > 4 \\ randomize pattern for each frame: good for animation to random noise | ^ sample filter | blur or sharp image, like those JPG engine | ^ sample override | override per property sampling, good for check what need improve noise | ^ motion blur | deforming geo needs check enable Deform blur | | transform step | (sample steps for motion analysis per frame) | | frame duration | (time duration for blurriness, for animation, normally 1 frame) | ^ Gamma | gamma 2.2, linear workflow | | color management | RenderView > option : color manager, sRGB,SRG, no maya color control | ^ Environment | RS_environment, or RS_Sky | | atmopshere | fog: volumeScattering | ^ Tone Mapping | allowed overexp: highlight recovery; \\ black crush: contrast adder | ^ Photometric units | units to meter scale for calculation; cd/m2 factor: non-physical light intensity mulplier | ^ AOV tab ^^ | depth | distance info for DOF or Fog | ^ Option tab ^^ | max trace depth | max bounce or pass-through for ray calculation | ^ GI tab ^^ | primary GI | first light Bounce | | secondary GI | second and later light Bounce | | number GI bounce | for interior, maybe need more like 10 | | brute force | more ray will clean up image | | radiance point cloud | smaller screen radius means better performance, \\ | ^ Photon mapping tab ^^ | photon GI and caustics | ^ SSS tab ^^ | point based | ^ system tab ^^ | feedback display | display window with all render info | | material override | light check with basic material | | bucket rendering setting | size, and order | * **Render Proxy** * RS_menu > export * **Utility shader** * material * RS_matteShadowCatcher * RS_MaterialBlender * tutorial: * https://www.youtube.com/watch?v=c3RUBEPhQOs * https://www.youtube.com/watch?v=ChvPeRdC8T8 ====== Extra Resource ====== * [[http://www.hdrlabs.com/sibl/archive/|HDRI test file]]