This has been our sacred mantra for most than 15 years of development. This product has been specifically designed for rendering in Rhino with a Maxwell toolbar. Maxwell | Rhino offers seamless integration with Rhino for Mac, allowing you to work comfortably within the Rhino interface. Restores all default rendering settings.High-quality, photorealistic 3D rendering for architecture and product design To keep the render times reasonable, the limit is 15. The reflectivity bounces setting controls how many times rays that hit reflective objects are traced. The transparency bounces setting controls how many times rays that hit transparent objects are traced: 12 means a stack of 12 transparent sheets will render properly, but the 13th sheet will render opaque. Target node size (objects/polys)ĭefines the optimal size for each node that contains the objects or polygons. There should be no need to change these settings unless you render a scene that is so huge that Rhino runs out of memory using the default settings. The tree depth defaults to Auto, and node size to 1. Max tree depthĬontrols how many times the scene can be subdivided when building the tree. A shallow tree is faster to build, but may take a long time to render. A deeper tree may take longer to build, but may render faster. The BSP tree takes some time to build and takes some memory. The renderer builds multiple trees, one that contains the whole object bounding boxes, and one per object that contains the polygons for that object. Instead of testing each polygon one-by-one, the objects and polygons are divided into a tree-like hierarchy based on the location in space. Object and polygon bounding volume hierarchyĪ binary space partitioning (BSP) tree is another way to increase rendering speed. You can see the self shadowing artifacts if you set the setting to zero, and then render the scene. The reason is there's always some numerical fuzz in calculating the intersections, and if the point is not offset, the shadow ray might hit the very same polygon again, putting shadows in wrong places. When the intersection between the eye ray and the scene is found, the intersection point is moved (offset) towards each light before calculating the shadow ray. The spotlight grid is defined in number of grid cells instead of pixels, because there is no pixel size associated with lights. This speed increase only applies to spotlights, because they are very similar to the viewports, the light location is like the camera location, and the light cone defines the viewport. To increase calculation speed for the spotlight shadow rays, the render plug-in divides the spotlight cone into rectangular regions, and again builds a sorted list of the objects within each region. Usually the lions share of the render time is spent tracing the shadow rays. The shadow ray is the ray shot from the scene towards each light when the intersection between the eye ray and the scene is found. The smaller the grid cell size, the more memory it takes and the more memory it takes to build, but the faster the final render. The width and height of each grid cell in pixels. Your browser does not support the video tag.Īdvanced Rhino Render Settings Render acceleration grids Screen grid, cell size The default light is a directional light with parallel rays that acts as though you have a lamp shining over your left shoulder. In every Rhino rendering there are light sources that Rhino uses to calculate how the objects are to be illuminated. If you do not add any light sources to your scene, the default light is used. To improve quality, repeat these steps until the image looks right to you. The process needed to render scenes consists of four basic steps:Īlthough the steps do not have to be done in this order, using this method seems to make setting up a scene more efficient. These attributes are controlled through the Properties panel, Material page. Objects will render white until you add render color, highlight, texture, transparency, and bumps. In addition to shaded previews, Rhino provides full-color rendering with lights, transparency, shadows, textures, and bump mapping.
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