Instead it calculates shadows based on the active environment. Precomputed + Shadows uses precomputed image-based lighting and indirect illumination but does not use precomputed ambient occlusion values. It uses precomputed ambient occlusion and indirect illumination for rendering and calculates specular reflections and refractions and correct shadows from light sources. Precomputed Illumination is comparable to VRED OpenGL rendering mode. Set the default lighting mode for interactive and still frame antialiasing of materials.ĬPU Rasterization does not compute direct reflection, nor does it compute refraction or any other sophisticated visual effect.
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