appwiki:redshift

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**'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]]