![]() Then drag the three vertex tags into the correct fields in the cyObject tag: To do this, you first need to generate transfer velocity vertex maps in the OpenVDB mesher in X-Particles like so: Prior to this, motion blur could not be generated on this object due to the change in vertex count each frame. If this switch is checked, you can generate motion blur from an X-Particles OpenVDB mesh. Increasing this value will render the motion blur more accurately but will use more memory. Motion BlurĬheck this switch to enable motion blur for this object. See also the motion blur section in the Camera tag. If you only want motion blur on a specific object, leave the Affect All Objects switch in the render settings unchecked and use this tab to turn motion blur on for the desired object. Motion Blur tabĬycles 4D allows you to turn on motion blur for all objects in the scene in the render settings. Please see the page How-To: Use Displacement for more information. This value is used to multiply the subdivision rate (in both the final render and the preview render) for this object only. ![]() If checked, the object's UVs are also subdivided. Both will automatically turn on adaptive subdivisions - there is no separate control for this as there is in Blender. Micropolygon displacement is not active for this object. Subdivision TypeĪ drop-down menu with three options. If you need displacement but don't need micro-poly displacement, you can ignore these settings.įor details on how to use displacement in Cycles 4D, please see the page How-To: Use Displacement. The options on this tab are used to implement micro-poly displacement, the Cycles equivalent of Cinema's sub-polygon displacement. ![]() In this example, the offset is set to zero (the default) on the left and to 0.5 on the right: This setting enables the shadow terminator position to be changed. The object ID is returned by the Object Info node, and can be used to render separate mask layers by turning on 'Object IDs' in the render elements tab of the render settings. Object IDĪ numeric value you can set to anything you like. If this switch is checked, the object will not be rendered but will still catch any shadows cast on it, and those shadows will be rendered. Objects will not see ray bounces from an object with a volume scattering material applied ![]() No refraction or sub-surface scattering is visible Reflections of the object are no longer visible in other objects Only direct lighting is visible so the object no longer contributes to indirect lighting Object is no longer rendered but light is still reflected from it and refracted through it, and it continues to cast shadows In summary this is what they do if disabled: Ray Type The object tag allows you to disable ray types for a specific object. They are analogous to similar switches seen elsewhere in Cycles 4D, such as the Light tag and Environment object. The next six switches allow you to disable certain ray types from light rays which interact with this object. But if you look very closely you can see some very faint and subtle faceting even with 128 segments.įor this reason, attaching a cyObject tag to all mesh objects is probably a good habit to adopt. If smooth shading is off, you can still obtain a smooth sphere by increasing the segment count, as in the right-hand pane. In the middle pane the segments are unchanged but smooth shading is on. Note the very obvious faceting of the polygons. In the left-hand pane, the sphere has 24 segments and smooth shading is off. If this switch is enabled, those custom normals are used instead of the average normal. However, sometimes custom vertex normals are used on an object, as with a Normals tag or phong breaks. This calculates an average vertex normal by averaging the normals of neighbouring polygons. In the Geometry node, there is an output port called 'Pointiness' - see the node page for details. This is a faster motion blur method which only uses the object's matrix to determine if it has moved. It has three tabs:Ĭheck this switch to enable simple motion blur. This tag is the Cycles 4D equivalent of the Cinema compositing tag.
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