8
Raytracer Global Parameters Rollout 1369
friction near 1 is very difficult to create in the real
world without adhesives or friction material.
Sliding Friction—Sets how d ifficult it is for the
object to keep moving over a surface. T he higher
this value, the more difficult for the object to keep
moving. D efault=0.0.
Once two objects begin to slide over one another,
static friction disappears and sliding friction takes
over. Generally, sliding friction is lower than
static friction due to surface tension effects. For
example, once steel starts sliding over brass (a
value of static friction that might run from 0.05 to
0.2), the sliding frict ion drops to a sig nificantly
lower value, on the order of .01 to 0.1. For some
materials, such as specific friction materials like
brake linings, sliding fr iction is just as high as static
friction because it is used in conjunction with
a nearly f rict ionless m aterial such as harde ned
polished steel.
R a y tr a cer Gl oba l Pa r a meter s
Rollout
Rendering menu > Raytracer Settings
Rendering menu > Render > Render Scene dialog
> Choose Default Scanline Renderer as the active
production renderer. > Raytracer panel > R aytracer
Global Parameters rollout
Main toolbar > Render Scene > Render Scene dialog
> Choose Default Scanline Renderer as the active
production renderer. > Raytracer panel > R aytracer
Global Parameters rollout
Parameters in the Global Raytracer Settings dialog
globally con trol the raytracer itself. That is, they
affect
all
Raytrace materials and Ray t race maps
in your scene. They also affect the generation of
Advanced Ray-traced shadows (page 3–1094)
and
Area shadows (page 3–1005)
.
Note: These controls adjust r ay-trace settings
for the scanline renderer only. The settings of
these controls have no impact on the mental ray
renderer, which has its own ray-tracing controls.
Interfa ce
Ray Depth Control group
Ray depth is also k now n as recursion depth. This
is how many times a ray is allowed to bounce
before it is considered lost or trapped.
Upper lef t: Ray depth is zero
Upper right: Ray depth of 2
Lower middle: Extremely high ray depth