mental ray Framebuffer Attributes

The framebuffer is that part of memory that has been allocated and reserved for saving out the output from rendering. The mental ray framebuffers are found under Render Globals —» Framebuffer Attributes.

Colorclip ¡Raw

V Interpolate Samples I- Desaturate K? Premultiply W Dither mental ray Render Globals - Framebuffer Attributes

Data Type

This is the level or depth of binary information to which the rendered image will be output at. Greater bit depths allow for greater color ranges and larger file sizes.

Gamma

When rendering for specific output device requirements, use gamma to adjust for non-linear color response curves.

Colorclip

When outputting to a non-floating point framebuffer; Raw, Alpha and RGB control how colors are clipped into a valid range.

Desaturate mental ray clips colors to a range (0 to max as specified by the Colorclip mode) when required RGB components are outside the precision as specified by the Data Type structure.

Premultiply

When on, rendered objects are not anti-aliased against the background. This generates unassociated alpha.

Dither

When outputting to lower precision values (8 bits per pixel), banding can occur where material shader pixel values exceed 8 bit image picture

I ► I Image Based Lighting T Framebuffer Attributes

Gamma 1 GOOj 1-J

Gamma 1 GOOj 1-J

precision as specified by the Data Type. In such a case, the pixel values are rounded off. Dither ensures that rounded values are smoothed, thereby reducing banding.

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