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brazil:options [2020/08/14] (current) |
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+ | ====== Brazil Options Explained ====== | ||
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+ | | {{: | ||
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+ | ---- | ||
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+ | =====Brazil rendering system options===== | ||
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+ | > **Summary: | ||
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+ | \\ | ||
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+ | ====Options==== | ||
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+ | You can open the Brazil options dialog via the Brazil menu, in which case you get a modeless dialog. It is also possible to access the options in a modal way through the regular Rhino Options dialog. The options are grouped in categories, in which each is represented by a collapsable frame. The UI is similar to the Brazil implementation in [[http:// | ||
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+ | This page is a loose reference, not a sales brochure. If you do not yet have a copy of Brazil running, you're probably better off reading the [[brazil: | ||
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+ | The categories are: | ||
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+ | - [[# | ||
+ | - [[#Output size]] | ||
+ | - [[#View]] | ||
+ | - [[# | ||
+ | - [[#Image Sampling]] | ||
+ | - [[#Motion Blur]] | ||
+ | - [[#Ray Server]] | ||
+ | - [[#Luma Server]] | ||
+ | - [[#Render Cache]] | ||
+ | - [[#Render Pass Control]] | ||
+ | - [[#Photon Map]] | ||
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+ | **Note:** These settings all refer to the properties of the Brazil render engine, **not** to the properties of objects and lights. [[http:// | ||
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+ | ---- | ||
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+ | |Brazil does not render an image in one go. Instead it divides the entire image into a grid of square buckets, each of which is solved individually. These buckets can have different sizes and can be processed in a specific order. They can be distributed over a network, so that multiple computers can render into the same image by completing their assigned buckets. The **General** options allow you to adjust the progression of a rendering. The **Bucketing options** frame shows three different properties of the bucket server: **Bucket Size**, **Bucket Order**, and **Bucket Interlacing**. In practice, the bucket size is defined in pixels and this setting makes little difference. Small buckets render faster, but there are more of them so the rendering time at large isn't affected. However, if you're running a complex rendering you may want to switch to smaller bucket sizes to get a more frequent visual update of the progress. Note that pixels near the bucket edges are slightly harder to solve correctly than interior pixels. This means that renderings made with small buckets tend to have more //bucket artifacts// than renderings made with large buckets. But the sampling in Brazil is very good and bucket artifacts only occur under special conditions anyway. Bucket Order and Interlacing refer to the sequence of buckets in the queue. Several different orders are possible (Hilbert, Top-to-Bottom, | ||
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+ | ---- | ||
+ | |The **Output Size** options should not shock you. They are fairly similar to all other rendering engines. You can set dimensions and ratios. By default the rendering has the same dimensions as the active viewport, but you can override this behavior. You can either specify a custom dimension or pick a preset. As soon as you do not use the viewport size, or an exact multiple of the viewport size, the preview you get in Rhino will no longer match the ratio of the rendered image. You can enable the Safe Frame to see what part of the viewport will end up being rendered. Safe Frame options are located in the document properties. | ||
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+ | ---- | ||
+ | | The **View** options control the behavior of the virtual camera. Apart from a resolution (which is controlled via the Output Size options) and a shutter speed (which can be accessed via the Motion Blur options), the camera has a certain lens-type and a depth of field. Brazil currently comes with four different lenses: **Perspective**, | ||
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+ | |These options are self-explanatory. Note that checking these boxes will affect the way in which the Rendered Viewport behaves in Rhino. Also, the wireframe is not automatically superimposed onto the rendering. You have to enable it after the rendering finishes via the Post-Effect panel. | {{: | ||
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+ | |This is one of the most important features of Brazil, one that must be mastered (or at least well understood) by professional users. I highly recommend you read the [[brazil: | ||
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+ | ---- | ||
+ | |**Motion Blur** only works when the [[http:// | ||
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+ | ---- | ||
+ | |The **Ray Server** is the engine in Brazil which takes care of all the ray-casting and intersections. Here you can control how accurate reflections and refractions are calculated. If you have a scene with two parallel mirrors, any photon (ray) caught between them may theoretically bounce any number of times before terminating. However, only the first few bounces contribute vital data to the final color of the pixel in question, so there' | ||
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+ | ---- | ||
+ | |The **Luma Server** is also an extremely important category, one that you must become comfortable with to get the most out of Brazil. The Luma Server is all about light and how it propagates through the scene. Note that light objects also have a myriad of settings which influence the behavior of individual lights (shadows, decay, attenuation, | ||
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+ | ---- | ||
+ | |The **Render Cache** is a method to reduce the large overhead of a GI rendering, by performing an indirect only prepass at low resolution, and then using that image to control the illumination of the final rendering. This, too, is a complex topic and I will not discuss the details here. Essentially, | ||
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+ | | **The Render Pass Control** options allow you to override several settings before rendering. If you have defined a scene with complex materials (lots of reflection, lots of refraction, sub surface scattering and so on and so forth) it will take a long time to render. But if you're only interested in camera location you do not want to render the scene at full complexity, because you only want a quick indication of the perspective distortion or the object occlusion. In the Render Pass controller you can assign simple materials to all objects or override lighting schemes without losing your actual settings. |{{: | ||
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+ | |...**Photon** support in Brazil is currently non-functional... | {{: |