Document Properties Flamingo nXt
These settings apply to the current model only. There is a trade-off between the time required to complete a rendering, and the quality desired.
Where can I find this command?
- Render Tools Toolbars > Material Editor
- Menus > Render Pulldown > Environments Editor
- Command > EnvironmentEditor
Use these controls to quickly change how Flamingo renders the surfaces in a rendering. These settings will not change the material assignments on the objects and layers, but will change how Flamingo produces the color of each surface.
Renders using materials created in Flamingo nXt and Rhino materials. Objects that have no material assignment render white. If neither the Use materials or the Use Object colors is checked, then all the objects will render white.
Use object color
Renders using the colors assigned through Rhino object or layer color. Note : Both Use materials and Use object color can be checked. In this case, objects that have materials assigned will use those materials. Other objects will render using their object or layer color.
Materials that contain any level of glow will light up, but will not illuminate other objects. (Tag the object as a light to illuminate other objects.) Set the Glow on a Channel, allowing the brightness of the glow to be adjusted after rendering without re-rendering.
When a ray enters a scene it will bounce a few times before being eliminated. Limiting the number of bounces allows the render to render much faster. But if the limits are too low, then effects can be missing or go black. The defaults here are very good for the majority of renderings, but in certain cases may need to be changed.
Determines how many levels of reflections are permitted; in other words, how many times a light ray will reflect off objects. A setting of 0 disables reflections. Higher values cause longer rendering times. Increase this number if there is a view that is looking at a reflective surface that bounces off an adjacent reflective and the reflections start to go completely black.
Determines how many levels of refractions are permitted; in other words, how many times a light ray will refract off objects. A setting of 0 disables refractions. Higher values cause longer rendering times. Increase this number if there is a view that looks through many layers and ultimately looks black and not look transparent.
Determines how many levels of indirect light are permitted; in other words, how many times an indirect light ray will bounce off objects. A setting of 0 disables reflections. Higher values cause longer rendering times.
The indirect lighting settings only affect the rays that bounce off one surface and carry light to another surface.
Color bleed controls the amount of color transferred in a indirect bounce of light from one surface to another. By default this is set to the maximum value to increase dynamics in the rendering.
Monte Carlo Reflections
Monte Carlo in indirect lighting controls how Flamingo samples indirect light. When activated, the indirect light will become very noisy in the early passes. But over all, as the passes progress, the overall effect of Monte Carlo indirect will be a more subtle and potentially more detail indirect effect. Scenes that rely heavily on indirect light may benefit from Mote Carlo indirection reflections.
Use lights on layers that are off
Uses lights on layers that are turned off and hidden lights.
Sets the default time and number of passes constraints. The default recommended setting is to set these render constraints off and let the render engine continue until it is closed or manually stopped. These may be changed using the controls in the Render Window. Setting the Number of passes and Time to 0 allows the rendering to continue until you click Stop Rendering.
Specifies the amount of time in Hours/Minutes/Seconds the render will continue to process. Note : The rendering stops after the last pass after the time limit has been reached. If you click Resume Rendering, the rendering will continue for one additional pass.
Number of passes
Specifies the number of rendering passes the render will process. Note : Any time you click Resume Rendering, the counter for the number of passes is reset. For example, if you set the number of passes to 10 and stop the rendering after pass 8, the rendering will continue until it reaches 18 passes. Normally renderings may take 10 - 15 passes to start to converge. Architectural interiors may need up to 30 passes to start to converge.