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Name | Type | Default | Description |
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dice:micropolygonlength | float | 0 | Object micropolygon length expressed in pixel size |
dice:minlength | float | -1 | (Volumes) By default, minlength is not enabled: there is no minimum constraint on dicing rate. Setting minlength to a positive value specifies the minimum length of the voxel, as measured in a space denoted by the "minlengthspace" parameter. |
dice:minlengthspace | string | null | This space is allowed to be "world", "object", "camera", or any other space marked by a RiCoordinateSystem call. Setting minlength to a negative value indicates that the minlength is to be computed in a different fashion:
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dice:offscreenstrategy | string | "viewfrustumdistance" | Defines the dicing strategy used for offscreen objects that may be traced indirectly, the options are: "clamped", "sphericalprojection, "viewfrustumdistance", "worlddistance" |
dice:rasterorient | integer | 1 | Turning this off, by setting it to 0, enables nonraster-oriented dicing , a mode of dicing that computes micropolygon sizes using an un-oriented raster space metric rather than the standard screen-aligned raster metric. This is useful in situations where it is important that the dicing rate on an object doesn't change due to camera orientation. For example, it can help in situations where objects that are viewed edge on result in large micropolygons (but small in screen space), which are then displaced leading to micropolygons that are large in screen space. |
dice:referencecamera | string | null | RenderMan has support for specifying the camera and strategy to use during dicing. These are chosen via the "strategy" and "referencecamera" parameters of "dice". This reference camera is required to define the dicing when doing multi-camera rendering. RenderMan does not choose the best/finest camera automatically, it must be set by the user. |
dice:referenceinstance | string | nullThis | is the object name of the referenced Specify the reference instance used for dicing and displacement shading. The reference instance is used to drive dicing and displacement based on its position, scale, user attributes, and scoped coordinate systems. Reference instances are specified by its identifier:name attribute (instance name). If no reference instance is specified, RenderMan will automatically pick the nearest instance inside the primary camera's view frustum. |
dice:strategy | string | "instanceprojection" | Defines the dicing strategy used for objects on screen, the options are: "instanceprojection", "sphericalprojection", "worlddistance" |
dice:worlddistancelength | float | -1 | Object micropolygon length expressed in world space units |
Ri:GeometricApproximationFocusFactor | float | -1 | Allows the renderer to dice more coarsely for out of focus objects |
Ri:GeometricApproximationMotionFactor | float | 0 | Allows the renderer to dice more coarsely for blurry or fast moving objects |
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