8

1100 Glossary
You choose the sampling filter and set other
sampling options on the Render Scene dialog >
Renderer panel >
Sampling Qualit y rollout (page
3–97)
.
Note: Area lights (
Area Omni Light (page 2–1152)
and
Area Spot Light (page 2–1153)
)havetheir
own sampling controls. These affect only shadows
cast by the area light. They are independent of the
sampling used to render the scene as a whole.
R ender ing the S a mpling R at e
To h e l p you c h o o s e a s a m p l i n g f i lte r, you c a n
render a scene with diagnostics enabled and
Sampling Rate chosen on the Render Scene dialog
>Processingpanel>
Diagnostics rollout (page
3–120)
. The Sampling Rate diagnos tic tool gives a
schematic rendering that shows how the sampling
method behaves with your scene.
Rendering with diagnostic display of the sampling rate
turned on
Sampling range: 1 to 16
The intensity of each pixel indicates the number
of samples collected within it and on its lower
and left edges. The brighter the pixel, the greater
the number of samples. Overall, the View Sample
rendering is normalized so the brightest pixels
have the maximum number of samples. Also, red
boundaries indicate the boundaries of sampling
tasks.
Lock Samples and Animation
By default, the mental ray renderer introduces a
pseudo-random (quasi Monte Carlo) variation in
the sampling pattern from frame to frame. This
reduces rendering artifacts in animations.
You can turn off the sampling variation by turning
on Lock Samples on the
mental ray: Sampling
Quality rollout (page 3–97)
.
Jittering
"Jitters" samples by introducing a variation into
sample locations. Turning on Jitter can help reduce
aliasing. Default=off.
The Jitter control is also on the
Sampling Quality
rollout (page 3–97)
.
Scale Stride
In
footstep animation (page 3–1037)
,theScale
parameterletsyouchangethelengthorwidthofa
footstep selection (or both at once). This setting is
on the
Footstep Operations rollout (page 2–842)
.
The selected footsteps are scaled around the first
footstep in the selection.
Scanline R enderer
The
scanline renderer (page 3–37)
is the default
renderer. By default, you use the scanline renderer
when you render a scene from the
Render Scene
dialog (page 3–2)
or from Video Post. The
Mater ial Editor also uses the scanline renderer to
display materials and maps.
Theimageproducedbythescanlinerenderer
displays in the
rendered f r ame window (page 3–5)
,
aseparatewindowwithitsowncontrols.
As the name implies, the scanline renderer renders
the scene as a series of horizontal lines. 3ds Max
additionally provides the interactive viewport