![]() So if your scene already uses very high AA settings, you should use a low value like 0.1. Values closer to 0 are faster to render but need more AA samples. ![]() For a given number of AA samples, this makes it a lot easier to anti-alias fine hair, at the expense of render time (because of the additional transparency/depth complexity). ![]() The enlargement fraction is then used in the hair shader to adjust the opacity so that the visible thickness of the hair remains the same. If this value is non-zero, curves with a small on-screen width will be automatically enlarged so that they are at least the specified size in pixels. More information and workflow example can be found on the hair shader UV Parameters page. UV coordinates of curves are exported to uparamcoord and vparamcoord user parameters. Hair ids are exported to a curve_id user parameter. Refer to the splines page to view more information about the specific hair attributes.
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