Reference/Render Globals Options

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Contents

Data Layout & Format

Affogato uses the term 'Data' to refer to any file it writes. Depending on the target renderer, "Data file" thus becomes a synonym for RIB (RenderMan), XML or PYG (Gelato)

Object Transforms in World

When writing Data with Objects or Attributes Granularity, each primitive's transformation is kept in the referencing geometry Data file. This means the individual primitive's Data files will only contain geometry strictly in local (object) space.

Relative Transforms

Makes Affogato write relative transformations into Data files.

This is particularly convenient when writing archive Data files that need to be referenced later with full control over their transformation.

One could e.g. bake out helicopter with a rotating rotor in a series of archives and later reference that series but transform the helicopter with a null or model null inside XSI.

Warning: Referenced Data files created with this global switched on will inherit transformations from the object where the archive parameter lives!
Note: For RenderMan output, this writes RIBs that make use of "ConcatTransform" instead of "Transform".

Delayed Archives

Creates Data files that use lazy loading based on a bounding box instead of direct injection.

This leads to object Data files being loaded on demand rather than always which helps decreasing file i/o and number of file handles open concurrently as well as the scene's memory footprint during rendering.

Note: When using ray tracing, this has usually has a less noticeable effect.
Note: For RenderMan output, this writes RIBs that make use of Procedural "DelayedReadArchive".

Granularity & Output Sections

These options let you specify which sections of the Data file get written.

Granularity

Selects the granualrity that Data files are getting split with.

Sub-Frame

The frame Data file is referencing a world Data file. The frame Data file contains options and camera, the referenced world Data file contains lights, spaces and geometry.

Frame
  World

Sections

The frame Data file is referencing an options- and a world Data file. The world Data file is referencing a lights-, a spaces- and a geometry Data file.

Frame
  Options
  Camera
  World
    Looks
    Spaces
    Lights
    Geometry

Objects

The frame Data file is referencing an options- and a world Data file. The world Data file is referencing a lights-, a spaces- and a geometry Data file. The geometry Data file is referencing one Data file per geometric primitive (aka object) in the scene.

Frame
  Options
  Camera
  World
    Looks
    Spaces
    Lights
    Geometry
      Object 0
      Object 1
      ...
      Object n

Attributes

The frame Data file is referencing an options- and a world Data file. The world Data file is referencing a lights-, a spaces- and a geometry Data file. The geometry Data file is referencing one Data file per geometric primitive (aka object) in the scene. Each object Data file references one attribute Data file that contains all attributes for that particular primitive (this includes shaders).

However, when you have selected a Granularity of Sections or Sub-Sections, the resp. section will still be assumed to exist and get referenced-in in resp. parent Data file. This means that once you wrote a Data file out not omitting any sections, using Sections or Sub-Sections Granularity, you may then omit any section and still get correct image. This allows you to e.g. only update the light portion of a Data file w/o re-evaluating and re-writing all the geometry (on disk). You can also change e.g. only the options to do a higher quality render.

Frame
  Options
  Camera
  World
    Looks
    Spaces
    Lights
    Geometry
      Object 0
        Object 0 Attributes
      Object 1
        Object 1 Attributes
      ...
      Object n
        Object n Attributes
Warning: You need to have a Granularity of Sections, Objects or Attributes selected for these to work at all!

Frame

Writes the Frame Data file. this is the main Data file referencing the world Data file.

Options

Writes the Options section of a Data file. This includes image shading- & ray-tracing quality and R.E.Y.E.S settings.

Camera

Writes the Camera section of a Data file. This includes the camera transformation, the shutter angle, the rendering quality (Pixel Samples & Filter).

Looks

The look Data file is defining all looks (aka groups in XSI) that are shared by any objects. Data files further downward in the hierarchy (objects, or attributes) will reference these looks (which are implemented using inline archives).

Lights

Create Shadow Map(s)

When unchecked, omits writing any shadow Data altogether. This means shadow Data files are assumed to exist. This can be used to only re-write frame Data file.