Page 56 of 228. Showing 2,275 results (0.02 seconds)
Layers
workflow for making adjustments to your rendered image. You can bring out render elements and compose them together with individual color corrections in the panel's … element - Selects a render element from your image that you can use in compositing. This is only available when the Source layer is set to Composite; ConstantUsing TexUVW for Creating Thin Smoke
. By doing so, we can take advantage of Phoenix's grid Texture UVW. Also, set the UVW tiling to 2.0. Be sure to change the texture coordinates from ObjectXYZ … to be in contrast, so it tends to render out a noisy image. Because of that, we have to lower the value of Step % to reduce the noise and be able to capture all3.60.01
Project Path option enabled. It saves images in a folder relative to the .skp file. If no file has been saved V-Ray will save the images in a pre-defined temporary … ’ selects a new region discarding the previous ones V-Ray Denoiser can now be updated with new settings without re-rendering the image. This is done by the UpdateSolidifying of Molten Lava
. Set the Multiplier to 6. Enable Options → Invisible so the Dome Light is not visible in the rendered image but still provides illumination in the scene … Add a V-Ray Infinite Plane by going to Geometry → Standard Primitives → V-Ray Infinite Plane. To the right is a rendered image of the current setup plusBulge
sector. W – W coordinate of the texture sector. H – Specifies the height of the texture sector. Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling. UV noise on – Enables the noise. UV noise amount – Specifies the UV noise amount. UV noise levels – Specifies the UV noise iterations. UVRock
of the texture sector. H – Specifies the height of the texture sector. Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling. UV noiseSmoke
of the texture sector. W – W coordinate of the texture sector. H – Specifies the height of the texture sector. Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling. UV noise on – Enables the noise. UV noise amount – Specifies the UV noise amount. UV noise levels – Specifies the UV noiseSnow
coordinate of the texture sector. H – Specifies the height of the texture sector. Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling. UVSpeckle
. W – W coordinate of the texture sector. H – Specifies the height of the texture sector. Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling. UV noise on – Enables the noise. UV noise amount – Specifies the UV noise amount. UV noise levels – Specifies the UV noise iterations. UVChecker
sector. V – V coordinate of the texture sector. W – W coordinate of the texture sector. H – Specifies the height of the texture sector. Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling. UV noise on – Enables the noise. UV noise amount – Specifies the UV noise amount. UV noise levels