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●Indirect Illumination Options
An indirect multiplier that lets you tweak how strongly the material responds to indirect light.
・Final Gather Quality
A local multiplier for the number of final gathering rays shot by the material. It seems that the accuracy of Final Gather can be adjusted per material
・Final Gather Quality Weight
Aids in mapping textures that are mapped to this parameter
Sets the number of samples shot for creating ambient occlusion
・Ambient Shadow Color
Sets the darkness of the ambient occlusion shadows
・Ambient Light Color
Creates the effect of an ambient light that is then attenuated by the ambient occlusion to create shadows.
・Use Detail Distance：
On・・・ Enable AO.
With color bleed・・・color bleeding effective(Use is possible above mia_material_x)
Glossy reflections and refractions can be interpolated so that they render faster and become smoother
Sets the resolution of the grid that is used by interpolation for the precalculation of glossy reflections across an image.
When this parameter is ON , enable reflective interpolation.
・Use High Detail Distance
Active “High Detail Distance”
・Single Sample form Environment
It uses together with a enb_blur node.
Active Interpolate Refraction.
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