2008
■ ... [browse] Click to display a file selector dialog, which lets you specify
a name for the shadow map ZT file and the folder where it is saved.
■ File name After you specify a shadow map file (see preceding), this field
displays its name and path.
■ Delete File Click to delete the current ZT file.
Displacement group
View Defines the space for displacement. When View is on, the Edge Length
specifies the length in pixels. When off, the Edge Length is specified in world
space units. Default=on.
Smoothing Turn off to have the mental ray renderer correctly render height
maps. Height maps can be generated by normal mapping; see
Creating and
Using Normal Bump Maps
on page 6182 .
When using only height maps in the scene, make sure this option is off. If
some objects in the scene use height maps while others use standard
displacement, apply smoothing on a per-object basis (see
mental ray Panel
(Object Properties Dialog)
on page 262 ).
When on, mental ray simply smoothes the geometry using the interpolated
normals, making the geometry look better. This result, however, cannot be
used for height map displacement because smoothing affects geometry in a
way that is incompatible with height mapping.
Edge Length Defines the smallest potential edge length due to subdivision.
The mental ray renderer stops subdividing an edge once it reaches this size.
Default=2.0 pixels.
Max. Displace Controls the maximum offset, in world units, that can be
given to a vertex when displacing it. This value can affect the bounding box
of an object. Default=20.0.
TIP If displaced geometry appears to be “clipped,” try increasing the value of
Maximum Displace.
NOTE When using placeholders (see the Translator Options rollout on page 6122
), if this value is larger than it needs to be, it can reduce performance. If you
experience slow times while displaced objects when Use Placeholder Objects is
on, try lowering the Max. Displace value.
mental ray Renderer | 6117