Within the integrated Settings menu, you can adjust settings in the following categories: Several settings can be adjusted within the Standalone however, they cannot be saved. You can get a free sample Standal one Executable here.Īny setting that was active while exporting the Standalone Executable will be included in the export, except for virtual reality. ![]() Once chosen, the export will begin, and an export process bar should pop up. You will then be asked to specify the location you want to export the Exe Standalone to. Then, click the Export button or click on the small arrow next to it and choose the Exe Standalone option. To export your Enscape model, first and foremost, make sure Enscape is running. ![]() It demands the same system requirements as Enscape, and all standalone files are VR compatible. exe file gives you the same quality and experience without requiring Enscape or the CAD/BIM to run. ![]() Using this function enables you to export the current Enscape model into a Standalone Executable. In this article, you will learn the best practices when it comes to exporting a Standalone Executable and Web Standalone with your favorite real-time rendering plugin. This is exactly what Enscape’s Standalone Executable and Web Standalone exports offer. Presenting your work to clients or with team members during design evaluations should be done with ease. To keep the render times reasonable, the limit is 15.Sharing your designs is one of the most important parts of the design process. The reflectivity bounces setting controls how many times rays that hit reflective objects are traced. To keep the render times reasonable, the limit is 15. The transparency bounces setting controls how many times rays that hit transparent objects are traced: 12 means a stack of 12 transparent sheets will render properly, but the 13th sheet will render opaque. Target node size (objects/polys)ĭefines the optimal size for each node that contains the objects or polygons. There should be no need to change these settings unless you render a scene that is so huge that Rhino runs out of memory using the default settings. The tree depth defaults to Auto, and node size to 1. Max tree depthĬontrols how many times the scene can be subdivided when building the tree. A shallow tree is faster to build, but may take a long time to render. A deeper tree may take longer to build, but may render faster. The BSP tree takes some time to build and takes some memory. The renderer builds multiple trees, one that contains the whole object bounding boxes, and one per object that contains the polygons for that object. Instead of testing each polygon one-by-one, the objects and polygons are divided into a tree-like hierarchy based on the location in space. Object and polygon bounding volume hierarchyĪ binary space partitioning (BSP) tree is another way to increase rendering speed. You can see the self shadowing artifacts if you set the setting to zero, and then render the scene. The reason is there's always some numerical fuzz in calculating the intersections, and if the point is not offset, the shadow ray might hit the very same polygon again, putting shadows in wrong places. When the intersection between the eye ray and the scene is found, the intersection point is moved (offset) towards each light before calculating the shadow ray. The spotlight grid is defined in number of grid cells instead of pixels, because there is no pixel size associated with lights. This speed increase only applies to spotlights, because they are very similar to the viewports, the light location is like the camera location, and the light cone defines the viewport. ![]() To increase calculation speed for the spotlight shadow rays, the render plug-in divides the spotlight cone into rectangular regions, and again builds a sorted list of the objects within each region. Usually the lions share of the render time is spent tracing the shadow rays. The shadow ray is the ray shot from the scene towards each light when the intersection between the eye ray and the scene is found. The smaller the grid cell size, the more memory it takes and the more memory it takes to build, but the faster the final render. The width and height of each grid cell in pixels. Advanced Rhino Render Settings Render acceleration grids Screen grid, cell size
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