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Code Block
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
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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Name

Type

Default

Description

MXI FULLNAME

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

byte

0

0: Save all the lights embedded it the same 1: Embed all in the same file if the format supports it

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Name

Type

Default

Description

DO IDOBJECT CHANNEL

byte

0

Do Object ID channel

DO IDMATERIAL CHANNEL

byte

0

Do Material ID channel

DO SHADOW PASS CHANNEL

byte

0

Do Shadow pass channel

DO RENDER CHANNEL

byte

1

Do render channel

DO ALPHA CHANNEL

byte

0

Do alpha channel

OPAQUE ALPHA

byte

0

Do alpha opaque

DO MOTION CHANNEL

byte

0

Do motion channel

DO ROUGHNESS CHANNEL

byte

0

Do roughness chanelchannel

DO FRESNEL CHANNEL

byte

  0  

Do fresnel channel

DO ZBUFFER CHANNEL

byte

  0  

Do Zbuffer channel

ZBUFFER RANGE

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 centered on the focalpoints.

EMBED CHANNELS

byte

0

Save channels in separate files. 1: Embed them in the same image if the format supports it

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Name

Type

Default

Description

DO DIRECT LAYER

byte

1

Calculate direct layer

DO INDIRECT LAYER

byte

1

Calculate indirect layer

DO DIRECT REFLECTION CAUSTIC LAYER

byte

1

Calculate direct reflection caustic layer

DO DIRECT REFRACTION CAUSTIC LAYER

byte

1

Calculate direct refraction caustic layer

DO INDIRECT REFLECTION CAUSTIC LAYER

byte

1

Calculate indirect reflection caustic layer

DO INDIRECT REFRACTION CAUSTIC LAYER

byte

1

Calculate indirect refraction caustic layer

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Render parameters
"STOP TIME" / dword / default:120 / maximum render time in minutes
"SAMPLING LEVEL" / float / default:25 / maximum sampling level
"NUM THREADS" / dword / default:0 (Automatic) Number of threads.
"ID CPU" / dword / Seed used in the render.
"USE MULTILIGHT" / byte / default: 0 Enable MultiLight
"DO MOTION BLUR" / byte / default: 1 Motion blur on/off
"DO DISPLACEMENT" / byte / default: 1 Displacement on/off
"DO DISPERSION", / byte / default: 1 Dispersion on/off

Simulens
"DO VIGNETTING" / byte / default: 1 Vignetting on/off
"VIGNETTING" / real / default: 1 Vignetting value
"DO SCATTERING LENS" / byte / default: 1 Scattering on/off
"SCATTERING LENS" / real / default: 1 Scattering value

Channels
"DO IDOBJECT CHANNEL" / byte / default: 0 Do Object ID channel
"DO IDMATERIAL CHANNEL" / byte / default: 0 Do Material ID channel
"DO SHADOW PASS CHANNEL" / byte / default: 0 Do Shadow pass channel
"DO RENDER CHANNEL / byte / default: 1 Do render channel
"DO ALPHA CHANNEL" / byte / default: 0 Do alpha channel
"OPAQUE ALPHA" / byte / default: 0 Do alpha opaque
"DO MOTION CHANNEL" / byte / default: 0 Do motion channel
"DO ROUGHNESS CHANNEL" / byte / default: 0 Do roughness channel
"DO FRESNEL CHANNEL" / byte / default: 0 Do fresnel channel
"DO ZBUFFER CHANNEL" / byte / default: 0 Do zbuffer channel
"ZBUFFER RANGE" / 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 centred on the focalpoints.
"EMBED CHANNELS" / byte / : 0 Save channels in separate files. 1: Embed them in the same image if the format supports it

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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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