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1528 Chapter 16: Material Editor, Materials, and Maps
friction near 1 is very difficult to create in the real
world without adhesives or friction material.
Sliding Friction—Sets how difficult it is for the
object to keep moving over a surface. The higher
this value, the more d ifficult for the object to keep
moving. Default=0.0.
Once two objects beg i n 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 friction drops to a significantly
lower value, on the order of .01 to 0.1. For some
materials, such as specific friction materials like
brake linings, sliding friction is just as high as static
friction because it is used in conjunction with
a nearly frictionless m aterial such as hardened
polished steel.
R a y tr a cer G loba l Pa r amet er s
Rollout
Rendering menu > R aytracer Settings
Rendering menu > Render > Render Scene dialog
> Choose Default Scanline Renderer as the active
production renderer. > R aytracer panel > R aytracer
Global Parameters rollout
Main toolbar > Render Scene > Render Scene dialog
> Choose Default Scanline Renderer as the active
production renderer. > R aytracer panel > R aytracer
Global Parameters rollout
Parameters in the Global Ray tracer Settings dialog
globally control the raytracer itself. That is, they
affect all Raytrace materials and Raytrace maps
in your scene. They also affect the generation of
Advanced Ray-traced shadows (page 3–1000) and
Area shadows (page 3–911).
Note: These controls adjust ray-trace settings
for the scanline renderer only. The settings of
these controls have no impact on the mental ra y
renderer, which has its own ray-tracing cont rols.
Interfa ce
Ray Depth Control group
Ray depth is also k nown as recursion depth. This
is how many times a ray is allowed to bounce
before it is considered lost or trapped.
Upper left: Ray depth is zero
Upper right: Ray depth of 2
Lower middle: Extremely high ray depth