Difference between revisions of "Reflective Shader - Quality Tab"

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(Reflective Shader - Quality Tab)
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[[Image:drex_module_159_1_image_0.png|465pxpx|Reflective Shader - Quality Tab]]
 
[[Image:drex_module_159_1_image_0.png|465pxpx|Reflective Shader - Quality Tab]]
  
The Quality tab contains only one setting, '''Number of samples'''. This sets the number of samples used to calculate soft reflections when '''Ray trace reflections''' is enabled and '''Reflection softness''' is greater than 0. More samples produce a more convincing soft reflection effect, but increase render times. If '''Reflection softness''' is 0, the reflection is rendered with only one sample, regardless of '''Number of samples'''.
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The Quality tab contains only one setting, '''Number of samples'''. This sets the number of samples used to calculate soft reflections when '''Ray traced reflections''' is enabled and '''Reflection softness''' is greater than 0. More samples produce a more convincing soft reflection effect, but increase render times. If '''Reflection softness''' is 0, the reflection is rendered with only one sample, regardless of '''Number of samples'''.
  
 
Back to: [[Reflective Shader]]
 
Back to: [[Reflective Shader]]
 
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Revision as of 20:55, 11 June 2012

Reflective Shader - Quality Tab[edit]

Reflective Shader - Quality Tab

The Quality tab contains only one setting, Number of samples. This sets the number of samples used to calculate soft reflections when Ray traced reflections is enabled and Reflection softness is greater than 0. More samples produce a more convincing soft reflection effect, but increase render times. If Reflection softness is 0, the reflection is rendered with only one sample, regardless of Number of samples.

Back to: Reflective Shader

A sample refers to a value or set of values at a point in time and/or space. The defining point of a sample is that it is a chosen value out of a continuous signal. In Terragen 2 it is usually a mathematical (procedural) function that is being sampled.