2017

Table Of Contents
To:Select:
Not consider the distance from the camera eye when arranging sources.Z-Buffer Off
To render each shadow in the correct Z order with its corresponding source.Shadow Mix
Camera Selector box Select the child camera under a parent source node.
Shadow Type Settings
Source Shadow Type box Select the type of shadow cast for the source node. This setting is available in the
Shadow Cast menu only if the shadow cast node is a child of a source node, and is repeated in the Source
menu.
Accumulation Settings
Motion Blur button Enable to use a motion blur effect for the selected source node (can only be used if the
global Motion Blur is enabled in the Action Setup menu).
Phase field Displays the frame that motion blur is based on (before or after the current frame). Editable.
Shutter field Displays the duration of motion blur at each frame. Editable.
Samples field Displays the quality level of motion blur and the depth of field produced by the number of
samples taken at each frame. Editable.
Increasing the number of samples causes the processing time to increase linearly. The number of motion
blur samples is multiplied by the number of anti-aliasing samples. To reduce the total number of passes
made for each frame, reduce the level of anti-aliasing when Motion Blur is enabled.
TIP You can animate the Motion Blur button, as well as the Phase, Shutter, and Samples fields in the Channel
Editor under the source > motion_blur folder.
Motion Blur Curve Displays the sample weight over the scope of the motion blur.
Import from Setup button Click to use the anti-aliasing and motion blur values from the Setup menu.
Home button Resets the curve viewer to show the whole curve.
Reset button Resets the anti-aliasing and motion blur settings to their default values.
Adding Cameras to Source Nodes
You can add multiple cameras under a parent source node to change the point of view (by orbiting to a
different orientation, for example). The first camera (parented to an ambient light) is automatically added
to the source branch.
674 | Chapter 15 Compositing in 3D Space with Action