2008
Synch All Click to set all Render-To-Texture sources to use the active source
object and the other current Projection Options settings. This button is
available only when there is an individual source object.
Filtering Options group
Crop Alpha Removes antialiasing from the alpha channel.
Global Supersampler When the default scanline renderer is active, the text
field shows the type of global supersampling that is currently in use. When
the mental ray renderer is active, it shows the number of samples per pixel.
Default=None.
■ Setup Click to set up global sampling. When the default scanline renderer
is active, clicking Setup displays the Render dialog's
Default Scanline
Renderer rollout
on page 5949 , whose Global Supersampling group lets you
globally enable supersampling, and choose the supersampling method.
When the mental ray renderer is active, clicking Setup displays the Render
dialog's
Sampling Quality rollout on page 6083 , which lets you adjust the
level of sampling.
Method group
These controls let you choose how to use normals from the source object.
■ Raytrace (The default.) When chosen, normals are ray-traced between
the source and target objects. The objects need to be perfectly aligned in
world space on page 7976 . When you view both high-res and low-res objects
in viewports, they must line up with each other exactly. There are no
special requirements for the mapping coordinates of the high-res objects.
■ UV Match When chosen, normals are obtained by matching the target
object's local UV coordinates to those of the source. The objects'
UV
coordinates
on page 7962 need to be perfectly aligned. If you look at the
objects using the Unwrap UVW modifier's
Edit UVWs dialog on page 1788
, the low-res and high-res objects must be lined up with each other exactly.
The high-res object needs to have mapping coordinates on the same map
channel you are using for the low-res object.
Typically, the high-res object will have an Unwrap UVW modifier assigned
to it, but this is not required.
With this option, the high-res object does not need to be in the same
physical location as the low-res object.
6216 | Chapter 18 Rendering