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MayaMan Raytracing Options
This dialog contains options that are specific to renderers that support raytracing. Some of these options may not be supported by the particular raytracer that your are using. For more info, consult the documentation for the renderer you are using.
General
True Displacement
With this option on, the renderer will dice and displace geometry. With it off, displacement shaders moving 'P' will only affect the surface normal, resulting in bump mapping only
Shadow Casting
The renderer can use a variety of methods for determining the opacity of an object when tracing shadow rays. 'None' means that shadows will be disabled. 'Opaque' assumes all objects are non-transparent. 'Os' will use the object's base opacity setting (as does PRMan). 'Shade' will run the surface shader of an object when intersected with a shadow ray, and the final value of 'Oi' will determine the surface opacity at that point for shadowing.
Ray Traced Shadow Visibility
A lot of memory can be wasted if objects are visible to shadow rays
when there are no lights with ray traced shadows in the scene. This
switch lets you control the ray traced shadow visibility.
| Auto |
If MayaMan thinks there are no lights with raytraced shadows then turn off visibility to shadow rays for all objects. MayaMan might get it wrong if you use custom light shaders that do raytraced shadows in ways that mayaman can't detect. |
| If shadow casting |
If an object is shadow casting then they will be visible to shadow rays too, choose this option if you are using custom lights that do raytraced shadowing and those lights don't have a __shadow_type parameter that is set to 2 to indicate they want to do ray traced shadowing. |
| No... unless radiance on |
Force visibility to shadow rays off unless global illumination options are enabled that would require such visibility. |
Max Ray Depth
Determines the maximum number of recursive rays that will be cast for reflective/refractive objects.
Max Diffuse Depth
Determines the maximum number of recursive rays that will be cast for diffuse ray paths.
Max Specular Depth
Determines the maximum number of recursive rays that will be cast for specular ray paths.
Specular Threshold
Determines the classification of a ray between specular and diffuse.
Min Shadow Bias
Sets the minimum distance that must be between objects for one to shadow the other. Increase to remove self-shadowing artifacts in raytraced shadows.
Max Curvature
Controls the quality of tesselation of paramatric surfaces for the purposes of raytracing.
Misc/Obsolete?
A collection of parameters that are probably not of much use to anyone except users of antique renderers.
Ray Goggle
Insert a transparent surface over the lens of the camera so that the entire scene is rendered with raytracing... all scanline rendering is disabled... only for prman and even then probably only useful for experimentation.
Use PRMan Specular
Turning this option on will cause the renderers like BMRT to mimick PRMan's specular calculation. Without this option on, specular highlights will differ greatly between the renderer and PRMan.
Framebuffer Step (-d)
The renderer's built-in framebuffer display driver has the ability to draw the image in iterative steps, showing a coarse blurred image to start with, and tracing intermittent rows until the final sharp image is produced. The parameter controls how many iterations the renderer will perform to construct the final image. Ignored if not using the 'framebuffer' display driver.
Min/Max Samples
These controls only apply when PixelVariance mode is being used, in
which case they choose how many rays will be cast. Technically speaking, they set the render/minsamples
and render/maxsamples options.
Geometry Memory
Sets the amount of memory used by Entropy/BMRT to store diced geometry. Smaller values reduce memory use, but can cause objects to be continually re-diced.
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