Differences
This shows you the differences between two versions of the page.
— | appwiki:redshift [2021/08/28 08:16] (current) – created ying | ||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ====== 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**' | ||
+ | * 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, | ||
+ | | atmopshere | fog: volumeScattering | | ||
+ | ^ Tone Mapping | allowed overexp: highlight recovery; \\ black crush: contrast adder | | ||
+ | ^ Photometric units | units to meter scale for calculation; | ||
+ | ^ 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:// | ||
+ | * https:// | ||
+ | ====== Extra Resource ====== | ||
+ | |||
+ | * [[http:// | ||