Rendering properties manage the rendering settings.
Support file embedding
Save support files in 3dm file
Ensures that textures, HDR files, EXR files and other support files that are required by the render content in the document are embedded in the 3dm file when it is saved. Depending on the size of these files, this can significantly increase the size of the 3dm file.
Dithering and color adjustment
Dithering
The rendered image is usually produced at a higher color depth than monitors and low-dynamic-range file types like bitmaps like JPEG, PNG, BMP can reproduce. The most important effect this causes is banding, which is a quantization error. Dithering reduces quantization errors and so gets rid of banding.
Both dithering methods, generally do the same thing. Sometimes, one might be better than the other, but in general, Simple Noise is the best.
See: Wikipedia: Dither
None
No dithering.
Floyd-Steinberg
The algorithm achieves dithering by diffusing the quantization error of a pixel to its neighboring pixels.
Simple noise
A random variation of brightness or color information in images.
See: Wikipedia: Image noise.
Image files are color corrected so that they can be loaded byte-by-byte into the RGB pixels of a computer screen and look right on a monitor. This means that the color response of a standard image is non-linear, that is, it is gamma corrected. Gamma refers to the power function that is used to correct the image.
The Gamma value changes, and therefore corrects the output of the image.
Use linear workflow
Gamma correction for bitmap images that are loaded from disk is removed (by the inverse of the amount in the Gamma edit box) so that they have a linear response before they are passed to the renderer. The renderer renders them in this uncorrected state. The gamma correction is applied to the entire finished image. This can do a better job of processing the color in rendered images.
Tone mapping is the process of converting an high-dynamic-range image into a low-dynamic-range image. HDR means the pixel values can have red, green, and blue values that can be represented by a 32-bit floating point number. These values can either be smaller than 1 which means there will be a quantizing error (fixed using dithering), or they can be above 1.0 which might mean they are brighter than the maximum value of the color channel on a monitor (for example, more than 255).
When values are "brighter than white," they will be burned out on the screen. They can be brought back into the screen/bitmap color gamut using tone mapping, which is the process of remapping the color in an image so that the brighter areas are better represented. The options offer a number of ways of doing this.
Black / White point
Linear interpolation between two points that are specified as black and white. In a normal image, these are 0.0 and 1.0.
Black point
Specifies the numerical value for the black point.
White point
Specifies the numerical value for the white point.
Logarithmic
Changes the response curve to a power function so that the upper range is slowly given less prominence. It is based on logarithmic compression of luminance values, imitating the human response to light.
Exposure
Adjusts the brightness of the output image to suit displaying conditions.
Bias
Adjusts the compression of bright areas and visibility of details in dark areas. The default value of 0.85 produces consistent, well-balanced images.
Contrast
Adjusts the overall contrast of the image.
Rienhard 2001
Complex tone mapping algorithms commonly used in the computer graphics industry.
Algorithm
Global
Local
Key (Global and Local)
Sharpening (Local only)
Scales (Local only)
High scale (Local only)
Use temporal coherence
Rienhard 2001
Brightness
Chromatic adaptation
Light adaptation
Apply tone mapping while rendering
See also
Rhinoceros 5 © 2010-2015 Robert McNeel & Associates. 17-Sep-2015