The standard render window includes built in support for cloning, saving to High-Dynamic-Range formats, post effects, zooming and channel display.
Causes the current render window to be cloned to a second window. All channels and post-effect settings are preserved.
Saves the rendered image to an image file. The render window also contains built in support for HDRi and OpenEXR output, but these formats need to be enabled by the renderer.
Copies the image to the Clipboard.
Shows all of the color components in the image.
See: Wikipedia: Channel (digital image).
Shows all of the color components and displays the transparent background as a grid.
Displays only the red component.
Displays only the green component.
Displays only the blue component.
Displays only the alpha (transparency) component.
See: Webopedia: Alpha channel.
Displays the z-buffer (depth information ) as grayscale.
See: Wikipedia: Z-Buffering.
Displays Normal directions with RGB colors.
If the normal direction of a planar face points to the World +X direction, the face displays pure red.
Opens the Effects Panel where you can adjust the image exposure and add post-processing effects.
Aborts the rendering process.
Pauses and resumes the rendering process.
Makes a copy of the current render window. All channels and post-effect settings are preserved.
Opens a saved Rhino Rendering file (.rimage). This format is a lossless format that includes all channels. These files can be opened later for adding post-processing effects.
Saves the rendered image to an image file. The render window also contains built in support for HDRi and OpenEXR output, but these formats need to be enabled by the renderer.
Prints the rendered image to a printer.
The printing controls are basic and do not support the kind of color management a high-quality image printing system would. The recommended way to print rendered images is to save the image and transfer to a dedicated image-processing application.
Opens recently rendered images. These images are saved automatically in Rhino Rendering (.rimage) file format.
Closes the Render Window.
Copies the image to the Clipboard.
Shows/Hides the toolbar.
Opens the Effects Panel where you can adjust the image exposure and add post-processing effects.
Shows/Hides the image.
Zooms the image, increasing or decreasing the pixel size in the window.
Shows all of the color components in the image.
See: Wikipedia: Channel (digital image).
Shows all of the color components and displays the transparent background as a grid.
Displays only the red component.
Displays only the green component.
Displays only the blue component.
Displays only the alpha (transparency) component.
See: Webopedia: Alpha channel.
Displays the z-buffer (depth information ) as grayscale.
See: Wikipedia: Z-Buffering.
Displays Normal directions with RGB colors.
If the normal direction of a planar face points to the World +X direction, the face displays pure red.
Displays the Help topic for the current renderer.
Controls the post-processing effects available for the rendered image.
Reverts post effect settings to the state of the last save.
Saves the current post effect settings to the 3dm file.
Opens the Effects panel in new render windows.
Click the button.
Select a post effect from the list.
Drag a post effect up or down.
Post effects are executed from top to bottom.
Determines whether curves are displayed in the render window.
Determines whether surface edges and isocurves are displayed in the render window.
Determines whether point objects and point clouds are displayed in the render window.
Determines whether dimension and text objects are displayed in the render window.
The Bloom post-effect feathers the bright areas in an image to simulate lights in a dark scene.
The Bloom effect happens when pixels are brighter than this value.
Moving the slider towards the left will add more bloom effect to the image.
The Radius setting controls the feathering distance from the bright area.
The Intensity setting changes the brightness of the bright area. The strength falls off towards the feathering boundary.
Move the slider to change the value.
Double-click the slider to enter a number.
Drag the slider past the right end to increase the max value.
Produces a bright area around specific colors. It can be used to make colored lights or objects appear to glow and works well with neon type lights.
Glow Properties
Determines the radius of the glow around the bright pixel. Increasing the radius blurs the glow effect.
Move the slider to change the value.
Double-click the slider to enter a number.
Drag the slider past the right end to increase the max value.
Changes the brightness of the glow color.
Turns on the glow effect for the color.
Click the small triangle of the color swatch for more color actions.
Opens the Select Color dialog.
Picks a color from anywhere on the screen.
Stores the current color to Clipboard.
Pastes the color from Clipboard.
Controls how much variation on the selected color is permitted when calculating glow on pixels close to that color.
Adds a new glow color. Up to 8 colors can be used.
Deletes the last glow color.
The fog effect adds depth-dependent coloration in the image and can be used to add anything from a thick fog effect to a subtle depth cue. In this way it is similar to the environment based Haze, but instead of being rendered at raytrace time, it is added afterward and can be adjusted in real time.
Fog Properties
Determines the maximum amount of fogginess. 0.0 means no fog at all (and therefore no effect), 1.0 represents total fog. Values higher than 1.0 can be used but only make sense when used with noise.
Adjusts the color of the fog.
Picks the color from the rendered image.
Click the image to pick a color.
Specifies the distance from the camera at which the fog begins to appear.
Picks the depth from the rendered image.
Specifies the distance from the camera at which the maximum amount of fogginess is achieved.
Pick the depth from the rendered image.
Pick the area in the image.
Determines whether the background image is also made foggy. The background will be fogged at the maximum strength.
Determines the number of pixels outside the bounding area to fade in the fogginess.
Preview the effect on the image as you change the values in the dialog box.
Blurs the image depending on the distance from the camera.
Depth of Field Properties
Determines the amount of blurring. This is an arbitrary value and you will find different values will work better with different images.
Determines the maximum Gaussian blurring radius used. Since extremely blurred areas can cause the effect to be slow, this limits the effect.
The distance from the camera at which the image is not blurry – in focus.
Pick the distance from the rendered image.
Determines whether the background is blurry. The background will be blurred at the maximum effect.
A CPU based denoiser which works on mostly any system irrespective of CPU and GPU brands. Works on Windows and Mac.
The maximum memory can be used by the denoiser plug-in.
Error messages of the denoiser display here.
A GPU based denoiser which works only with NVIDIA GPUs on Windows.
Error messages of the denoiser display here.
The Intel denoiser is generally recommended, unless you use a Windows system with an NVIDIA display card in which case the NVIDIA denoiser is recommended.
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.
See: Wikipedia: High dynamic range imaging.
Linear interpolation between two points that are specified as black and white. In a normal image, these are 0.0 and 1.0.
Specifies the numerical value for the black point.
Specifies the numerical value for the white point.
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.
A graphical representation of the tonal distribution in a digital image. It plots the number of pixels for each tonal value. By looking at the histogram for a specific image, you can judge the entire tonal distribution at a glance.
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.
See: Wikipedia: Gamma correction.
In some occasions, a color banding issue might happen in renderings. It is possible to be fixed by turning Dithering on.
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See: Wikipedia: Dither.
No dithering is applied.
Commonly used algorithm by image manipulation software, for example when an image is converted into GIF format that is restricted to a maximum of 256 colors.
Randomly applied noise.
Adds a text block to the lower-left corner of the rendering image about when the rendering started, ended, and the time elapsed.
The font used for the watermark text.
The height of the watermark text in pixels.
The color of the watermark text.
The visibility of the watermark text block.
Adjusts the material color after rendering.
The idea is this way you can try different color combinations without having to re-render the whole scene.
Since the hue adjuster works on the pixels of the rendered image, it has no knowledge of what contributed to the color of the pixel other than the topmost object. For example reflections of the object on other objects and parts of the object seen through transparent objects will not update.
Sets the saturation amount. The smaller the saturation, the more monochromatic the image.
Sets the luminance amount.
Changes the overall brightness of the image.
Increasing contrast makes dark pixels darker and bright pixels brighter. Colors in the image will be more distinguishable.
Decreasing contrast changes colors towards the neutral gray. The image will look less sharp.
Noise adds noise to the image. By default RGB channels are separated, so adding noise to a gray-scale image makes individual pixels shift towards random color.
Only the darkness/lightness of the pixel is altered. The color stays the same.
Adds Gaussian blur to the image. The number is the radius of the blur kernel, equivalent to the same setting in paint applications.
Specifies the blurring to be horizontal. This can be used to create a horizontal motion blur effect.
Specifies the blurring to be vertical. This can be used to create a vertical motion blur effect.
Blurs in both directions.
Rhino Render can save .rimage files. This is a proprietary file format that stores all of the information rendered by the rendering engine, including color, alpha, depth, normal channels, all with 32-bit per-channel resolution.
This information is used by the render window to execute the post-effects and exposure operators, and can also be used by custom controls implemented by a third-party renderer to achieve other effects.
Immediately after render time, the .rimage format can be used to store the data so that post-processing and exposure adjustments or format changes (saving in a different format without loss of information) can be done later.
The .rimage format is only supported by the Rhino render window. It cannot be loaded into any other software. It is a high-dynamic range format that supports lossless information transfer to .HDR and .EXR formats. It is uncompressed and the files can be huge.
Completed renderings are saved in the .rimage format to a temporary location on your hard disk. Once one of the renderings is re-opened, all post effects and exposure settings are available as if the rendering were just completed.
For more information about post processing the rendered image, see: Post-processing rendered images.
Rhinoceros 7 © 2010-2024 Robert McNeel & Associates. 10-Mar-2024