Rendering Buttonhple

发布于:2024-09-04


Ray-Traced Rendering Properties
Quality
You can choose from 【Medium, High, Ultra, or Custom】 quality levels.
Higher render quality produces higher image fidelity but requires longer rendering time.
Max Ray Depth
"Max Ray Depth" refers to the maximum recursion limit for how many times a light ray can be reflected by mirror or glossy surfaces in the scene.
Threshold range: 3–16.
  • When a ray hits a reflective surface, it continues to bounce, reflecting or refracting off other surfaces. This setting tells the renderer how many bounces to calculate before terminating the ray.
    It affects:
  • Realism of glossy/shiny materials, such as glossy PU, patent leather, PVC, metal buttons, sequins, or coated logos, showing layered reflections.
  • Mutual reflections, e.g., sequins reflecting one another or metal parts reflecting nearby elements.
  • Noise & performance: Higher values yield more realism but also increase sampling load, rendering time, and may introduce noise or "fireflies" (mitigated via denoising or highlight clamping).
Denoiser
When enabled, noise reduction is automatically applied.
Denoiser uses algorithms to remove visual noise caused by insufficient ray sampling, excessive reflections/refractions, etc., resulting in a cleaner and smoother rendered image.
Ground Shadow
When enabled, shadows will appear on the ground in the final render. If disabled, no ground shadows are rendered.
Displacement
Displacement uses a displacement map to physically deform a surface’s geometry, creating real height and depth—not just visual illusion.
Unlike normal or bump maps, displacement alters the actual mesh for more realistic contours and shadows.
Hair/Fur
Smart LOD
Automatically adjusts hair complexity (density/detail) based on camera distance, viewing angle, and hair attributes.
Reserve Ratio
Defines the percentage of actual hair retained under Smart LOD. Range: 0.00–1.00.
Simplified Shading
A lightweight hair rendering mode that disables advanced effects (real lighting, translucency, etc.), using flat or simple shading to improve real-time preview performance.
Rebuild
After adjusting hair rendering parameters, click "Rebuild" to regenerate the hair structure and update it in the viewport.
Post Processing
Auto Exposure
Automatically adjusts exposure based on overall scene brightness for balanced results.
Recommended to disable for final rendering and use manual settings instead.
Exposure Compensation
Manual brightness adjustment on top of base exposure.
Range: -100 to 100 EV (Exposure Value)
Texture Enhancement
Boosts texture contrast and clarity.
Range: 0–100
Higher values make fabric textures, wrinkles, patterns more pronounced but may introduce harshness or noise if overused.
Saturation
Controls the intensity of colors.
  • Higher saturation → more vivid colors
  • Lower saturation → muted or grayscale (0 = black & white)
Color Temperature
Adjusts the image tone toward cooler (blue) or warmer (yellow) tones.
Unit: Kelvin (K); Range: -100 to 100
Contrast
Controls the visual difference between bright and dark areas.
Range: -100 to 100
Advanced
Resets all post-processing adjustments to default (zeroed out).
Camera Effect
Physical Camera
Depth of Field
Controls the depth-of-field blur outside the focal area.
Range: 0–100
Helps focus on the garment while softly blurring the background.
Focus by Click
Click on the viewport to set the focus point. Requires "Physical Camera" to be enabled. Works with "Depth of Field" for enhanced depth-of-field.
Auto Focus
Automatically determines focus distance based on the object at the center of the camera view.
Focus Distance
Sets the precise distance from the camera to the focal point.
Requires Auto Focus to be disabled.
Range: 50–100000 (unit: mm or cm depending on software)
Bloom
Intensity
Controls the brightness of the bloom effect. Enhances shine/glow in materials like sequins, metals, silk, or direct light sources.
  • Higher value → brighter and more visible glow
  • Lower value → softer or no glow
Range
Defines the brightness level that triggers bloom.
  • Wider threshold → more areas will glow (including mid-bright zones)
  • Narrower threshold → glow is limited to very bright spots
Radius
Controls the spread or softness of the bloom glow.
  • Larger radius → softer and more atmospheric glow
  • Smaller radius → sharper and more focused glow around edges
Oddline Rendering
Rendering
Quality/Finish
Condition
Rendering Quality
You can choose from 【Medium, High, Ultra, or Custom】 quality levels.
Higher render quality produces higher image fidelity but requires longer rendering time.
Noise Threshold
Rendering completes when noise level drops below this value.
A higher threshold results in more visible noise in the final image.
Max Render Time (min)
Rendering will stop once the specified time limit is reached.
Bounce
Same as "Max Ray Depth"
Denoise
Enable to apply denoising to the rendered image.
Recommended to use a higher noise threshold to speed up rendering and rely on denoising to clean up the result.
Note: Denoising may cause detail loss and image artifacts, so it’s not recommended for high-detail renderings.
Only available on NVIDIA GPUs.
Ground Shadow
When enabled, the rendered image includes a ground shadow.
When disabled, no shadow appears on the ground.
Mipmap
MIPMAP (Multum in Parvo Map) is a texture optimization technique that pre-generates multiple levels of a texture at decreasing resolutions (typically ½, ¼, ⅛, etc. of the original size).
At render time, the renderer automatically selects the appropriate texture resolution based on the object’s distance to the camera or screen size:
  • Low-res textures are used for distant objects
  • High-res textures are used for close-up views
This improves rendering efficiency and reduces aliasing.
Device
CPU
Uses the Central Processing Unit to calculate images.
  • Relies on a few powerful general-purpose cores
  • High precision, better at handling complex instructions and large data sets
  • Well-suited for ray tracing and high-detail tasks
  • Slower rendering speed compared to GPU
Configurable usage levels: 30%, 50%, 70%, 90%, 100%
GPU
Uses the Graphics Processing Unit for rendering.
  • Features hundreds or thousands of parallel cores
  • Superior for large-scale pixel computations and real-time previews
  • Very fast rendering speeds
  • Limited performance for certain advanced operations (e.g., double-precision floating point)
  • Requires high memory bandwidth
Camera Effect
Physical Camera
Depth of Field
Controls the depth-of-field blur outside the focal area.
Range: 0–100
Helps focus on the garment while softly blurring the background.
Focus by Click
Click on the viewport to set the focus point. Requires "Physical Camera" to be enabled. Works with "Depth of Field" for enhanced depth-of-field.
Auto Focus
Automatically determines focus distance based on the object at the center of the camera view.
Focus Distance
Sets the precise distance from the camera to the focal point.
Requires Auto Focus to be disabled.
Range: 50–100000 (unit: mm or cm depending on software)

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