Specifies the default texture image and various other rendering options.
The Render Manager > Global Properties > Rendering (Preferences)
From the main menu, choose File > Preferences and click Rendering.
[renderer] |
Specifies which rendering engine to use when outputting your scene: mental ray: renders the scene using the mental ray renderer, according to the settings defined in the mental ray Render Options Property Editor. Hardware Renderer: renders the scene using a hardware renderer specified in the Hardware Renderer Property Editor. |
Specifies the default template used to define the output path directory where your scene's frames are rendered to. By default, the scene output is to the Rendered_Pictures folder of your current project. See Setting the Output Directory [Rendering].
For more information about building paths and filenames using templates, see Tokens and Templates.
Specifies the default frame padding used to define the frame settings. See Setting the Frame Padding [Rendering].
For more information about building paths and filenames using templates, see Tokens and Templates.
Specifies the default framebuffer file name used when outputting images for a pass' active render channels. See Setting Pass Output Paths and File Names [Rendering].
For more information about building paths and filenames using templates, see Tokens and Templates.
Specifies the default render archive path and file name used when exporting MI files. See Render Pass Property Editor [Properties Reference].
For more information about building paths and filenames using templates, see Tokens and Templates.
Specifies the default object render archive path and file name used when exporting MIA files. See the Export Object Render Archive Dialog Box [Properties Reference].
For more information about building paths and filenames using templates, see Tokens and Templates.
Sets the default output format, data type, and bit-depth for the built-in render channels. If you choose, these settings can be overridden for each pass. See Render Channels & Framebuffers.
These preferences specify the default behavior for the render region.
Management Type |
Load in Memory: For editing the image clip and storing all clip changes in memory. When rendered, the image is sent to each slave. Use from Disk: References the image clip (source) from disk, thus not considering any changes made from the FX tab. When rendered, the images are sent to the render slaves. Broadcast: Also references the image clip from disk. When rendered, the image's path is sent to the render slaves. |
Source |
Specifies the location in the database of your default texture image. When you first create a texture space, this image appears on the element by default. You can specify separate paths for Windows and UNIX systems. This is useful when you want to share the same preferences file between several Linux and Windows machines. You have the option of specifying the path in the text box or in a browser (accessed by pressing the button to the right of the boxes). For more information, see The Default Image [Texturing]. |
You can set a color profile preference that declares to mental ray the color space that you typically use to create your input images, so that by default, all newly created image clips will be converted accordingly.
For information about specifying a color profile and rendering user defined gamma correction for individual image clips, see the Color Profile options on the Adjust tab of the Image Clip Property Editor [Properties Reference].
Automatically Convert Images to .map Files |
When activated, all of the image clips that are used in your scene, and meet the Minimum Size requirement, are converted to .map files at render time. The auto-generated .map files are stored in a subdirectory (named mr_map) of the directory where the original image sources are stored. The .map files are used for rendering only, while the original image clips are used to display the textures within Softimage. You can control whether the auto-generated .map files are used at render time by setting the Automatic Map Conversion options on the Optimization page of the mental ray Render Options Property Editor or the Render Region Options Property Editor. |
Minimum size |
Specifies the minimum resolution necessary to convert an image to .map format. Images whose resolution in either axis is greater than or equal to this value are automatically converted. Images whose resolution in both axes is less than this value are not converted. This helps you avoid converting images that are small enough that memory mapping them does not affect rendering speed. |
Image proxies are scaled-down copies of the texture images that you use in your scenes. Although they do not affect the rendered scene, they can speed up display considerably by displaying lower-resolution version of texture images within the Softimage interface.
Image proxies are stored in subdirectories of the directory where the original image is stored. Each directory corresponds to a scale (2:1, 4:1, and so on). If you'd like, you can generate thumbnails along with proxies. They are stored in their own subdirectory alongside the proxies' directories.
Image proxies are used automatically whenever they exist.
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