2008

TIP In some cases, you might want to set Max. Refractions high and Max.
Reflections low. For example, you might have the camera looking through several
glasses that are lined up, so they're overlapping from the camera's point of view.
In this situation, you might want the light rays to refract twice for each glass (once
for each layer), so you'd set Max. Refractions to 2 x [number of glasses]. However,
to save rendering time, you could set Max. Reflections to 1, resulting in accurate
multi-layer refraction with a relatively fast rendering time.
Max. Depth Limits the combination of reflection and refraction. Tracing of
a ray stops when the total number of reflections and refractions reaches the
Max Depth. For example, if Max Depth equals 3 and the two trace depths
each equal the default value of 2, a ray can be reflected twice and refracted
once, or vice versa, but it cant be reflected and refracted four times. Default=6.
Max. Reflections Sets the number of times a ray can be reflected. At 0, no
reflection occurs. At 1, the ray can be reflected once only. At 2, the ray can
be reflected twice, and so on. Default=6.
Max. Refractions Sets the number of times a ray can be refracted. At 0, no
refraction occurs. At 1, the ray can be refracted once only. At 2, the ray can
be refracted twice, and so on. Default=6.
Translator Options Rollout (mental ray Renderer)
Rendering menu > Render > Render Scene dialog > Processing panel >
Translator Options rollout
Main toolbar > Render Scene > Render Scene dialog > Processing panel >
Translator Options rollout
Note: The Processing panel appears only when the mental ray renderer is the
currently active renderer.
Controls in this rollout affect the general operation of the mental ray renderer.
They also control the mental ray translator, which can save to an
MI file on
page 7848 . The translation is in mental ray version 3 (mi3) format. The translator
does not support mental ray version 1 (mi1).
See also:
Distributed Bucket Rendering Rollout (mental ray Renderer) on page 6131
6122 | Chapter 18 Rendering