Please note that the examples above only show what happens with "brute force". Other GI engines do different things for points A, B, C. These are described in more detail under each technique's documentation. 请注意,上面的例子只是展示了“蛮力”会发生什么。其他 GI 引擎对 a,b,c 点做不同...
Please refer to this documentation page for more information about these controls. 红移支持初级光线的强度钳制(“最大子样强度”)以及次级光线,如反射/折射/GI 光线(“最大次级光线强度”)。这两个控制限制了光线的最大允许亮度,这有助于解决非常明亮的光源产生被称为“萤火虫”和过多噪音的视觉伪影的情况。
Amazon Redshift limits the maximum number of tables that you can create. If you exceed the maximum limit, Fivetran can't create any further tables in the destination. As a result, the integration will fail, causing errors or data loss.SeeRedshift's documentationfor more information about the...
Version: The version of Redshift to render with. Override Resolution: If enabled, the resolution defined within the Redshift scene will be overridden. Plug-in Configuration¶ You can configure the Redshift plug-in settings from the Monitor. While in super user mode, select Tools -> Configure...
Please note that the examples above only show what happens with “brute force”. Other GI engines do different things for points A, B, C. These are described in more detail under each technique’s documentation. 特别要注意,以上示例只是显示了“Brute Force”引擎的工作模式,其它的GI引擎对于点A ...
2、Adjust ‘num samples’ of brute-force GI, area lighting, glossy reflection/refractions and AO etc until you get a visually acceptable frame. Please refer to the‘noise’ documentationfor more info. 调节Brute-Force GI、区域光、折反射光泽和AO等等中的“Num Samples”,直到所得的渲染图片质量可以...
Update in October 2022: Citus has a new home on Azure! The Citus database is now available as a managed service in the cloud as Azure Cosmos DB for PostgreSQL. Azure documentation links have been updated throughout the post, to point to the new Azure docs.\...
In order for Redshift Proxies to render with Motion Blur you must make sure that motion blur is enabled in your Render Settings at the time of export. 为了使红移代理使用运动模糊渲染,你必须确保在导出时在渲染设置中启用运动模糊。 Motion blur can be disabled on proxies after export but individual...
Note that the rougher the materials are, the noisier results. Rougher materials require more samples to clean up reflection noise, though at the expense of longer render times. 注意材料越粗糙,结果就越嘈杂。粗糙的材质需要更多的样本来清除反射噪声,尽管代价是更长的渲染时间。
For physically correct results, the sum of the layers should not exceed 1.0 (see the 'Normalize Diffuse Weights' parameter). For more information about sub-surface scattering in general you can refer to the documentation on oursub-surface scatteringmaterial shader. ...