Bluefish444 Create3D Instrukcja Użytkownika Strona 21

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Render switches
By setting these options you control which of the advanced rendering switches you want to use.
Since these features all require a lot of rendering power and even the fastest GPU can quickly
reach its limit with multiple per pixel lights, shadows and reflections, a lot of care should be taken
when setting these options.
Although you can set which of your lights should be calculated per pixel instead of per vertex, you
can control the effect of that setting for every object independently. For a detailed model with lots
of polygons that covers a relatively small part of the screen per pixel lighting is definitely overkill.
But for moderately detailed or simple models with fewer polygons that cover a large part of the
screen, per pixel lighting improves the final outlook tremendously.
Similar thinking can optimize the rendering power of your hardware when you set which object
makes sense to appear as reflection in a mirror, or casts shadow on another object for which the
receives shadow option has been set. For example, the walls of a room should receive shadows
but they probably don't cast shadows on anything.
For objects to self shadow, you have to switch on both the casts shadow and the receives
shadow options.
The best way not to run out of the rendering power of the GPU is to only switch the necessary
options on one by one and always checking if it really adds a great deal to the realism of the
scene. Otherwise it is best to leave them switched off.
For any video mode that is interlaced (NTSC, PAL or HD 1080i modes) a deflicker filter on top of
normal antialiasing ensures smooth edges and motion. This is a so called post processing filter
and does not come free (i.e. it adds to the load of the GPU). Most of the time when there are only
computer generated elements on screen the whole scene should be deflickered (this is the
default setting that can be switched on and off as a property of the camera). But if for example
you put a recorded video or a live feed as a background for your scene, filtering it would degrade
its quality. In this case, you can switch the global deflicker checkbox off and switch the flicker filter
on or off on an object to object basis.
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