mental ray Architectural and Design Visualization Shader Library
mental ray Architectural and Design Visualization Shader Library
mental ray Architectural and Design Visualization Shader Library
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100 4 Camera- <strong>and</strong> Exposure EffectsSmall radius - deep DOFLarge radius - shallow DOFsamples defines how many <strong>ray</strong>s are shot. Fewer is faster but grainier, more is slower butsmoother:Few samplesMany samplesWhen bias is 1.0, the circle of confusion is sampled as a uniform disk. Lower values pushthe sample probability towards the center, creating a “softer” looking DOF effect with a more“misty” look. Higher values push the sample probability towards the edge, creating a “harder”looking DOF where bright spots actually resolve as small circles.bias = 0.5 bias = 2.0The blade count defines how many “edges” the “circle” of confusion has. A zero valuemakes it a perfect circle. One can also set the angle with the blade angle parameter, whichis expressed such that 0.0 is zero degrees <strong>and</strong> 1.0 is 360 degrees.blade count=6, angle=0.0, bias=2.0blade count=4, angle=0.1, bias=2.0