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Sunday, May 2, 2010

Using Blurs and Attenuation in 3D Renderings

You can use Blur, Defocusing, and Attenuation to your advantage to improve anti-aliasing quality. The Ray tracer, out of the gate, has a decent Ray tracing engine. Sometimes, however, it needs a little kick in the pants for some scenes. This kick can be done by manipulating the Blur, Defocusing, and Attenuation settings.

Blur and Defocus basically blur an anti-aliased material more than it already is. Blur adds a general blur across the entire Ray traced material/map. Defocusing blurs a reflection or refraction more and more as the reflected surface's distance is further and further away from the material.

The end result is that Ray traced reflections and refractions do not appear as sharp. The Raytracer, however, tends to produce crisp, hyper-real images anyway. By using Blur and Defocus, you will "dirty" up the reflections and refractions. Be careful, however, not to add too much blurring or defocusing.

At higher settings, the blurring is overwhelming for most scenes. Lower offset values, anywhere between 0.1 and 0.3, often work fine. Attenuation helps to control the amount of reflections or refractions taking place on your material by limiting the distance that it can reflect or refract the environment. Because there is less of the environment to reflect, there is less to anti-alias.

This also means that rendering times are shorter when a material is more and more attenuated. Attenuation has its own section within the Ray trace map. The material has only check boxes for attenuation. If you desire a great deal of control over the attenuation of your Ray traced reflections or refractions, you will need to use the map versus the material.

A good Attenuation type to use is Exponential. Set the Start and End Ranges to values that reflect objects and the environment in the immediate vicinity of the reflective/refractive surface. The Exponent value acts as a multiplier.The higher the value is, the more attenuation will occur.

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