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Code Block |
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void Cmaxwell::setPath( const char* type, // path type const char* path, // path name byte& outputBitDepth // Bit depth per plane ( |
- outputBitDepth specifies the bits depth per plane (8,16,32). This parameter is passed by reference so if the current format does not support the given depth, the SDK tries to change it automatically.
- type must be one of the following values: "RENDER", "ALPHA", "SHADOW", "OBJECT", "MATERIAL", "MOTION", "Z", "ROUGHNESS", "FRESNEL".
Example:
Code Block |
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byte depth = 32; byte ok; ok = setPath ("RENDER", "C:\\maxwell\\house.exr", 32); //Correct, EXR format supports 32 bbp. ok = setPath ("RENDER", "C:\\maxwell\\house.jpg", 16); //Incorrect, JPG does support 16 bbp so it will be changed to 8 bpp internally. |
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Code Block |
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byte Cmaxwell::setRenderParameter( const char* parameterName, // parameter name dword size, // parameter size void* parameterData // parameter data ); |
Parameters description
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Paths
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Name | Type | Default | Description |
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MXI FULLNAME |
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char |
| Path of the MXI output file | |
"DO NOT SAVE MXI FILE" | byte | 0 | 0: Save the MXI file 1: Do not save MXI file |
"DO NOT SAVE IMAGE FILE" | byte | 0 | 0: Save the image file 1: Do not save image file |
SAVE LIGHTS IN SEPARATE FILES |
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byte | 0 | 0: Save all the lights embedded it the same |
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1: Embed all in the same file if the format supports it |
Render parameters
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Name | Type | Default | Description |
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STOP TIME |
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dword | 120 | Maximum render time in minutes |
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SAMPLING LEVEL |
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float | 25 | Maximum sampling level |
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NUM THREADS |
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dword | 0 | 0:(Automatic) Number of threads |
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ID CPU |
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dword |
| Seed used in the render |
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USE MULTILIGHT |
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byte | 0 | Enable MultiLight |
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DO MOTION BLUR |
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byte | 1 | Motion blur on/off |
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DO DISPLACEMENT |
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byte | 1 | Displacement on/off |
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DO DISPERSION |
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byte | 1 | Dispersion on/off |
Simulens
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Name | Type | Default | Description |
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DO VIGNETTING |
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byte | 1 | Vignetting on/off |
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VIGNETTING |
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real | 1 | Vignetting value |
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DO SCATTERING LENS |
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byte | 1 | Scattering on/off |
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SCATTERING LENS |
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real | 1 | Scattering value |
Channels
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Name | Type | Default | Description |
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DO IDOBJECT CHANNEL |
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byte | 0 | Do Object ID channel |
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DO IDMATERIAL CHANNEL |
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byte | 0 | Do Material ID channel |
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DO SHADOW PASS CHANNEL |
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byte | 0 | Do Shadow pass channel |
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DO RENDER CHANNEL |
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byte |
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1 | Do render channel |
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DO ALPHA CHANNEL |
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byte | 0 | Do alpha channel |
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OPAQUE ALPHA |
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byte | 0 | Do alpha opaque |
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DO MOTION CHANNEL |
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byte | 0 | Do motion channel |
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DO ROUGHNESS CHANNEL |
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byte | 0 | Do roughness channel |
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DO FRESNEL CHANNEL |
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byte | 0 | Do fresnel channel |
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DO ZBUFFER CHANNEL |
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byte | 0 | Do Zbuffer channel |
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ZBUFFER RANGE |
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2*real / -a, +b |
| Set the zbuffer range using two values (a) and (b) which are negative and positive distances (-a, +b) from a reference location |
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centered on the focalpoints. |
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EMBED CHANNELS |
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byte |
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0 | Save channels in separate files. 1: Embed them in the same image if the format supports it |
Layers
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Name | Type | Default | Description |
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DO DIRECT LAYER |
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byte | 1 | Calculate direct layer |
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DO INDIRECT LAYER |
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byte | 1 | Calculate indirect layer |
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DO DIRECT REFLECTION CAUSTIC LAYER |
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byte | 1 | Calculate direct reflection caustic layer |
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DO DIRECT REFRACTION CAUSTIC LAYER |
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byte | 1 | Calculate direct refraction caustic layer |
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DO INDIRECT REFLECTION CAUSTIC LAYER |
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byte | 1 | Calculate indirect reflection caustic layer |
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DO INDIRECT REFRACTION CAUSTIC LAYER |
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byte | 1 | Calculate indirect refraction caustic layer |
Tonemapping
Tonemapping used for converting from 32 bits high dynamic range to depths displayable by screen devices (typically 8 bits) is set through the function:
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