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   Rendering Options

  Select Render|Options to modify the quality of rendering (e.g., use of  reflections  or shadowing), or to perform rendering job control (e.g., list  running renders,  abort a render job), or to set animation values such as  start/end frames and video (AVI) compression options.

Rendering Options Dialog
Rendering Options Dialog

The fields in the quality dialog are described in the following sections: rendering method, lighting model, shading flags,

Rendering Method:

This pulldown determines what method of rendering will be used.  The options are described in table below.

Wireframe
Render only the edges of polygons
Internal
Hidden Line
Hidden line rendering
Internal
ZBuffer
Solid rendering using ZBuffer based polygon rendering
Internal
Scanline
Solid rendering using scanline rendering
Internal
Raytrace
Raytrace actual objects
Internal
POV-Ray
Use the POV-Ray raytracer to render the image.  (This assumes that you have already installed POV-Ray.)  If this is selected, the lighting model, shading chackboxes, and volumetric values will be ignored.
External
RIB
Use a RenderMan compliant renderer.  This requires the RIB Exporter plugin (as well as a suitable renderer).
External

Lighting Model:

This pulldown allows you to select between the three most common ways of lighting polygons.
Shading Checkboxes:

  These options are what determine how shading will be applied to surfaces.  Note that these options are only valid for internal rendering methods - external renderers such as POV-Ray or a RIB renderer will not use these options.   Typically for an interactive viewer like this one you will avoid shadows,  reflection, and transparency until you are ready to wait for a final image.   Since some models will come in with triangles in mixed orientations, you will find "Flip Normals" an easy way to correct the lighting.  If all triangles are consistent and facing the proper way, using "Cull Backfacing" can significantly improve performance.

Shadows
Evaluate shadows using raytracing
Reflection
Evaluate reflections using raytracing
Transmission
Evaluate transparent surfaces using raytracing
Flip Normals
Modify normals that point the wrong way
Shade Backsides
Shade the back of polygons (away from light)
Cull Backfacing
Don't render polygons that face away from camera
Volumes
Only render volumetric objects if this is checked
Polygon CSG
Mesh based CSG is used (instead of pixel based)

When the quality mode is "scanline" and the transmission checkbox is NOT selected, you are given the option of entering a value for "transmission depth".  This provides the capability for simple alpha composited transparency, up to the depth specified.  A depth of 0 means that no transparency will be performed.