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If the geometry is deformed inside the frame, then Dali Renderer with Motion Blur enabled can make several variations of this geometry for fixed points in time. The number of such "slices" is one more than the specified number of intervals. The number of slices will be automatically optimized if no difference is detected between them. During rendering, the actual geometry will be interpolated between adjacent slices. This parameter affects the appearance of the trajectories along which the internal structure of objects is blurred. This option does NOT affect the blurring of the paths of moving solid objects.
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Unlike other renderers, Dali Renderer does not take "snapshots" of the coordinates of moving objects and does not interpolate between them. Instead, it exports the full spline path description and recalculates the transformation matrix for each point in time with absolute precision. This completely eliminates the interpolation artifacts of fast moving or rotating objects.
This parameter does not affect the quality, but only determines how much auxiliary data (Bound Boxes) the moving object will store in the scene tree. Increasing affects ray tracing efficiency and rendering speed, but uses more memory.
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Transformation subsamples
The parameter affects the accuracy of the calculation of the auxiliary data (Bound Boxes). This does not affect the rendering quality or the memory occupied, but it does affect the preprocessing time of the scene. In case of any problems with rendering (in practice, they have never been registered), this parameter can be increased.
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Increases the Bound Boxes by a certain amount to eliminate tracing artifacts. Usually not required.
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Those illumination sources that are hidden (with the hide command) in 3DS MAX will not participate in rendering. Additionally, the On / Off parameter of the emitter itself and its Visibility status are taken into account.
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In case if there are no explicitly specified illumination sources in the scene (excluding the emitting geometry and sky models), 3DS MAX offers 1-2 sources by default. This can cause confusion and you can spend time figuring out where the incomprehensible illumination comes from in the scene. This option disables default sources.
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Point emitters with a zero radius will be converted to spherical ones with a given radius. This is physically more correct and in some scenes leads to a better picture (less noisy).
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If there are both a sky model and local sources in the scene, the lighting priority is divided equally between the sky and the group of local sources. This option allows you to increase or decrease the priority of the sky. This does not affect the lighting, but it does affect the picture noise. In the case of enabled adaptation of emitters, after adaptation, this parameter no longer affects anything.
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Precise Materials if no choice
If the built-in Dali Renderer material has its analogue a certain standard material from 3DS MAX, but at the same time works with a higher quality, then this option forces high-quality rendering of the standard material from 3DS MAX.
For example, the Physical Material from 3DS MAX has a simplified Coating Layer. A similar material Dali Physical can work in two modes: simplified and precise. The simplified mode emulates the computational model from 3DS MAX, and precise performs a full computation with multiple reflections between dielectric layers. This option enables precise model for Physical Material from 3DS MAX.
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Ignore optics for shadow rays if no choice
In physically correct rendering, shadow rays cannot pass through the dielectric as it refracts their path. But this leads to a lot of noise. Ignoring this rule improves the picture at the cost of slight distortion (there will be no caustics).
This option allows you to enable or disable this simplification for materials where there is no explicit option (Physical Material from 3DS MAX).
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Evaluate 3rd-party Texture maps
Dali Renderer ships with many built-in texture maps that duplicate or emulate maps from 3DS MAX, but do it faster or better. This option allows you to use third-party texture maps directly. The result however is not guaranteed.
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If the camera is in fog or water throughout the entire frame, then here you can specify the corresponding starting volumetric material.
If the conditions are more difficult, for example, the stationary camera is partially in the water, or the movable camera is only half the time in the water, then Dali Renderer will calculate the starting conditions for each moment in time or even for each pixel separately.
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Initial Medium depends on pixel
This option forces the determination of the starting conditions for each pixel separately.
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The quality of the creation of accelerating tracing structures.
Base - fast creation, shortest time before first preview.
Good - additional optimization algorithms are used. The creation of such a structure is an order of magnitude slower, but tracing is 10% - 30% faster. Can be used for final renders.
In any case, the result of creation will be placed in the cache for reuse in the next runs.
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This option enables the texture buffer mode. In this case, terabytes of textures can be used even if the operating system does not allow that much memory to be allocated. The actual sections of the texture files are mapped to this buffer. The fact is used that only some textures are visible in maximum detail, and most are visible from a distance and not completely.
Rendering will still be 30% slower.
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With this option, all static geometry will be combined into one object and a single optimizing structure will be built for it. In this case, object instances will lose their meaning - a lot of memory will be required. Not all scenes allow this, but if it works, rendering can be up to two times faster.
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Prefer speed - selects the memory data storage format for the maximum speed.
Save memory - maximum data compression to save memory. Rendering is twice as slow.
Compromise is a cross between two extreme states.
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Subdivision for visible data, pixels
For adaptive subdivision of surfaces, affects the accuracy of the partitioning of directly visible areas of the surface. For example, the sea surface in front of the camera.
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Subdivision for back data, pixels
For adaptive subdivision of surfaces, affects the accuracy of dividing invisible surface areas behind the camera.
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Subdivision for clipped out data, pixels
For adaptive subdivision of surfaces, affects the accuracy of dividing invisible surface areas on the sides in front of the camera.