2008

Blur for lights and cameras: moving lights and cameras can generate motion
blur when rendered with mental ray.
Enable When on, the mental ray renderer calculates motion blur on page
6059 . Default=off.
Blur All Objects Applies motion blur to all objects, regardless of their object
property setting. Default=on.
Shutter Duration (frames) Simulates the shutter speed of a camera. At 0.0,
there is no motion blurring. The greater the Shutter Duration value, the greater
the blurring. Default=0.5.
Shutter Offset (frames) Sets the beginning of the motion-blur effect relative
to the current frame. The default value, 0.0, centers the blurring around the
current frame for a photorealistic effect. Default=0.25.
Motion Segments Sets the number of segments for calculating motion blur.
This control is for animations. If motion blur appears to be tangential to the
actual motion of an object, increase the Motion Segments value. Larger values
result in more accurate motion blur, at a cost of rendering time. Default=1.
Time Samples When the scene uses motion blur, controls the number of
times the material is shaded during each time interval (set by
Shutter Duration
on page 6092 ). Range=0 to 100. Default=5.
By default, the material is shaded only once, and then blurred. If the material
changes rapidly during the shutter interval, it might be useful to increase this
value, in order to obtain more accurate motion blur. Rapid changes in
reflections or refractions might require a higher Time Samples value.
NOTE When Rendering Algorithms rollout > Use Fast Rasterizer on page 6120 is
on, the label for this parameter changes to Time Samples (Fast Rasterizer) to
indicate that this version of Time Samples is now in effect. The default value for
the Fast Rasterizer version of Time Samples is 1, and the range is 1 to 128. If you
change the value for either version, the software remembers the changed setting
when you switch.
Contours group
These controls enable contours, and let you use shaders to adjust the results
of a contour shader. You assign the primary contour shader to the Contour
component of the
mental ray Connection rollout on page 5289 or a mental
ray material (see
Advanced Shaders Rollout (mental ray Material) on page 5456
).
6092 | Chapter 18 Rendering