Render Output
Passes |
Renders a single standard image
if you select None. Any other selection also
generates specialized output passes that you can use in
post-processing software (such as Adobe® Photoshop®) to
enhance the normal output pass. Select from the
following output passes:
- Beauty. Uses a
regular raytraced image. When rendering multiple passes of a
scene, the beauty pass is the one that features the most
significant information about the objects in it. This
usually includes the main, full-color rendering of those
objects, including diffuse illumination and color. A beauty
pass does not include reflections, highlights, or shadows,
which are usually separate passes.
- Gloss. Uses 50%
rough chrome for isolating reflections.
- Specular. Uses 100%
chrome for isolating highlights.
- Black Specular. Same
as Specular, but shows the
reflections over a glossy black paint to collect the correct
fresnel.
- Roughness. Renders
each part based on its material roughness. This is an
advanced version of the Gloss pass
which retains per material roughness.
- Incandescence.
Lights the scene using lights that you placed in the scene,
if any, but not the HDRI environment. If you have not put
lights in the scene, this output pass is black.
- Ambient Occlusion.
Same as Global Illumination except
for collecting the shadow information from an evenly lit
white environment. Shadows are not colored, nor are they
directional.
- Floor Shadow. Shows
floor shadows only.
- Global Illumination.
Paints the objects in the scene flat white, and captures
internal shadowing (the object shadowing itself). Global
illumination is a superset of the radiosity and raytracing
rendering techniques. The goal of global illumination
rendering is to compute all of the possible light
interactions between surfaces in a given scene to obtain a
photorealistic image. All combinations of diffuse and
specular reflections and transmissions must be accounted
for. Effects such as color bleeding and caustics must also
be included in a global illumination simulation.
- Object. Uses a black
and white mask to delineate between the 3D model in the
scene versus the background.
- Depth. Renders the
Z-depth of the camera in terms of grayscale value. You can
use this output pass during post-processing to apply items
such as depth of field and fog. Z-depth is the distance a
particular point or surface lies inside a scene. Z-depth
information is used to calculate where a light casts
shadows, and also to calculate which surfaces are visible to
the camera during rendering and which are obscured by nearer
geometry.
- Clown. Paints each
part a separate flat color.
|
Enable
Denoiser |
Uses the Denoiser for offline
renderings. The Denoiser is not automatically used for offline
renderings or renderings using the Queue. When
selected, you need to reduce Render
Passes to 1/10 of what you use without the
Denoiser for increased performance. For example, a complex scene
that needs 5000 passes can finish in 500 with Enable
Denoiser selected, and the standard 500 passes
can finish in 50. If you do not reduce Render
Passes with Enable
Denoiser selected, performance does not improve.
You may be able to use even fewer passes with the Denoiser
depending on your goal for the image.
|
Send to
Queue (Check box and
button)
|
When the Send to
Queue check box is checked, clicking Send
to Queue adds the current rendering to the
SOLIDWORKS Visualize Queue so you can render it later. |