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Material properties
Properties
Selection Set properties
Viewport Filter properties
Tonemapper properties
- Gamma
-
Controls the overall brightness
of the image that appears in the 3D View.
Adjusting the Gamma property can assist in
evaluating how the model/scene appears in another environment; for
example, on film or a games console.
- Luminance Max
-
Compresses or expands
the tonal range that appears in the 3D View by
resetting the value that gets used as a benchmark for white. Use
this in conjunction with the Gamma property
to adjust the contrast.
- Adaption Time
-
Specifies the rate at
which the Tonemapper refreshes the effect
in the view. A higher number updates quicker than a lower number.
- Adaption Epsilon
-
A bias setting for determining
the priority for remapping the values in the 3D
View.
- Level Count
-
Specifies the amount
of blur that occurs for the Glare effect.
- Glare Scale
-
Specifies the intensity
of the Glare effect in the 3D
View. When negative values are entered interesting color
effects are possible.
- Glare Bias
-
Controls the spread of
the glare effect. Increasing the bias limits the glare mostly to highlights
areas.
Depth of Field properties
- Depth of Field
-
Specifies the width (in
centimeters) for the area of sharpest focus in the 3D
View. Regions outside the Depth of Field get
blurred based on the Blur Amount value.
- Focus Distance
-
Specifies the distance
(in centimeters) from the viewing camera to the center of the Depth
of Field area. The Focus Distance is
connected to the camera. That is, as you dolly the camera back and
forth, so too moves the Depth of Field in
relation to the object.
- Blur Amount
-
Specifies
the amount of blur that occurs outside the Depth
of Field area when simulating the depth of field effect.
Lower Blur Amount values blur everything
outside the area defined by the Depth of Field to
a lower degree than higher Blur Amount values.
Ambient Occlusion properties
- Strength
-
Specifies
the intensity of the ambient occlusion that occurs. When negative
values are entered interesting color effects are possible (hot, glowing
lava) as a color that is complementary to the Shadow
Color is used.
- Sample Radius
-
Specifies the radius
of a sampling area (in screen space) that occurs and can be adjusted
when required. Occlusion artifacts are possible when the radius
is set incorrectly in relation to the features on the model. For
example, large features may be missed when the radius is set too
small, and a large radius setting may miss small features on a model.
- Cutoff Radius
-
Specifies the distance
the sampling rays travel from the sampling point into the scene
to determine the presence of occluding objects. Decrease this value
and the Sample Radius if you do not
achieve an acceptable ambient occlusion effect on small objects.
In most situations, the Cutoff Radius value
should be kept lower than the Sample Radius.
- Shadow Color
-
Specifies the color of
the shadows produced by the ambient occlusion effect. Click the
color tile to display the Paint Tool Color window,
and edit the Shadow Color.
- Quality
-
Good, Better,
or Best specifies the number of occlusion
samples that occur to improve the appearance of the ambient occlusion
effect. The higher the Quality setting,
the lower the overall refresh rate in the 3D View.
Screen Distance properties
- Invert
-
Reverses the depth map
effect to produce a negative image. What was white becomes black, and
so on.
- White Level
-
Determines the scale
that white values are applied to the depth map effect. The effect
is an increase or decrease in the contrast of white values.
- Black Level
-
Determines the scale
that black values are applied to the depth map effect. The effect
is an increase or decrease in the contrast of black values.
- Save 16 bit Image
-
Saves an image of the
screen distance effect as it appears in the 3D
View as a 16 bit RGBA TIFF image.
Normal Map properties
- None
-
No user accessible properties
exist for this feature.
Non-photorealistic properties
- Noise Scale
-
Controls the smoothness
of the stroke that is drawn around outside edges and features on models
in the 3D View. When Noise
Amplitude is set to 0, this feature has no effect.
- Noise Amplitude
-
Controls the distortion
of the stroke that is drawn along the outside edges and features
of models in the 3D View. This parameter works
in combination with Noise Scale.
- Pencil Scale
-
Controls the thickness
of the stroke that is drawn along the outside perimeter of objects
in the 3D View.
- Fill Noise Amplitude
-
Controls the smoothness
of the fill regions that are drawn for models in the 3D
View. Increasing this value causes the fill to bleed
outside of the stroke region much like a watercolor might do on
piece of paper.
- Fill Paper Noise Amplitude
-
Applies a rubbing effect
on the textured background to enhance the effect of a textured paper.
When Fray Strength is set to 0,
this feature has no effect.
- Gradient Width
-
Increases the buildup
of the rubbing effect produced by the Fill Paper Noise Amplitude property.
Set this in combination with Fill Paper Noise Amplitude and Fray
Strength.
- Fray Strength
-
Increases or decreases
the extent of the effect produced by the Fill Paper Noise Amplitude property.
nVidia AO filter properties
The nVidia AO properties
viewport filter is available for use on computers using late model
nVidia graphics cards. This feature is not supported for use on
other graphics cards. It is provided as an alternate to the Ambient
Occlusion filter.
- Nb Dirs
-
The number of occlusion
samples used to evaluate the occlusion for a given pixel. The quality
of the ambient occlusion effect generally improves as this value
is increased at a cost of decreased system performance (dollying, tracking,
tumbling).
- Nb Steps
-
Specifies the step size
between each sample specified by the Nb Dirs property. In general, this
value should match the Nb Dirs value if you want equal distances
between samples.
- Radius
-
Distance the occlusion
sample travels when sampling. Causes farther away objects to contribute
shadow when the value is increased. Lowering the Radius limits the
shadow effect to closer proximity to the sampled pixel.
- Attenuation
-
Specifies a falloff distance
so objects further away from the sampled mesh contribute more or
less to the resulting shadow effect.
- Contrast
-
Lightens or darkens the
resulting occlusion shadow effect.
- Randomize Dirs
-
Randomizes the direction
for the occlusion samples. When this property is on, the Nb Steps property
setting is ignored.
- Blur Radius
-
Increases the occlusion
sample area used to determine how much softening occurs for the resulting
ambient occlusion effect.
- Ambient Blend
-
Controls how the shadow
color blends with the diffuse color (in a manner similar to the Contrast
property).
- Show AO Results
-
Turns off any diffuse
shadowing and displays only the shadow effect produced by the ambient occlusion
filter. Default is on.