This dialog edit the parameters of textures.
The active texture can be changed by selecting object or particle tab in main window.
Select shader for the rendering of each bject. In addition to basic shaders, there are three slot for custom shader.
Selecting custom shader, you can use fragment shader of your own. Look at template file for details.
For additional uniform parameters for custum shader, you can use a float variable and a color.
(Wait some time for documentation about custom shader... This feature is still experimental).
In OpenGL, Only objects with depth value (distance from the point of view) between DepthMIN and DepthMAX are shown on the screen. To reduce the visual shock due to abrupt disappearing or appearing, smooth clip change transpacency smoothly according to distance.
Note that this parameter works only to objects. Particles has other parameters about transparency and these parameters have priority.
In some shader, you can use dissolve effect. Some times this is useful to prevent color banding for very thin gas particles (especially when using 8bit depth buffer)
With depth mask andEnsemble averaging, semi-trans parent objects can be shown with stochastic transparency method.
In rendering process, shader processor discard pixels with lower alpha than this criterion value.
In some case, this feature enables us to skip z-sorting.
(For example, if the texture has completely opaque and transparent regions only and has no semi-transparent region, discarding transparent region make z-sort unnecessary.
If this feature is not effective, transparent region may hide the background particles if not properly z-sorted).
This switch determine whether near particles hide far particles. With proper combination of alpha clipping and shader, you can skip time consuming z-sorting process in some cases.
Setting for line rendering. Used in Grid and Locus Filters.
The unit of line width is pixel on buffer.
Note that line width in Pov-Ray is converted via line width base in Pov-Ray Advanced Setting.
You can select textures for particles and objects. If object has its own texture (textured wavefront object), that texture has priority.
Interpolation type. Sometimes, you may want to kill interpolation. For example, when geometrical images like checker board is required.
Direction of texture mapping. For spherical objects, spherical mapping is set in UV.
You can use sequential image files with format like %04d as moving texture.
This parameter set offset and length for image sequence. Length -1 means auto.
Select base time for the start of sequence. Start of scene itself, that of working area.
Modification factor of progress of the sequence.
You may want to use an infinite decimal like 1/3 = 0.333333, so that you must set numerator and denominater separatedly.
You can control the progress of sequence explicitly by time sheet.
Input index for image sequence line by line, as following.
Texture resolution for Pseudo objects.
Parameters for PovRay
Several more texture parameters can be asigned for PovRay rendering. Parameters in the lower tabs are only for PovRay rendering.
Bump map gives impression of embossed pattern into the surface.
Mirror parameter gives mirroed surface to the object.
You can set Index of Refraction parameter to a (semi-)transparent objects.
If material of a object refrects or reflact lights, Pov-Ray can calculate photon caustics.
However, since it is time-consuming effect, you must set target object (that effect the light path) and collect object (that recieve effected light) respectively.
(Object that is not set would ne ignored.)
This determines whether each object would be effected by lighting and fog or not.
This determines whether the object cast shadow or not.
Spherial shadow and polygon shadow determine the shadow of preview.
Polygon shadow cast shadows from arbitrary shaped object. Note taht this is experimental implementation and slow and sometimes breaks down.