Autodesk 62205-051408-9001 User Guide - Page 177

Background Images, Composite OpenGL Settings, Spotlight Rendering, Display Grid, Grid Size, Grid Color

Page 177 highlights

Using OpenGL ❚❘❘ does not work as expected, your card probably does not support the minimum requirements for OpenGL support in Combustion. If you have no OpenGL hardware, software-based OpenGL is automatically used (regardless if Use Software OpenGL is enabled or not). Background Images For OpenGL, a background image is any image used 'behind' an operator, such as an image behind the particles in a Particles operator. Note: For the Particles operator, these images can be the footage that flows into the Particles operator, or the reference background image that you set with the Background button in the Settings controls. A layer is not considered a background image in this sense so most of the composite views (Perspective, Camera, and so on) do not use background images. When you display a layer in Layer view, however, OpenGL uses background images. For some OpenGL cards, you can speed up the display of background images by using texture RAM. Users of these cards should enable Use Texture RAM to increase performance in the Particles operator. By default, Use Texture RAM is enabled. Note: The Composite operator requires and always uses texture RAM for layers, so they are not considered background images and performance remains unchanged. Composite OpenGL Settings There are several preferences for the OpenGL composite preview. Display Grid-Shows a grid on the XZ plane (at Y=0) in the OpenGL composite preview. Grid Size-Adjusts the size of the grid that appears in the OpenGL composite preview. Grid Color-Changes the color of the grid when you click the Color box to access the Pick Color dialog. Clip to Composite Edges-Limits the OpenGL preview to the frame size of the composite. If you disable this option, you can easily position layers outside the visible area using the entire viewport. Enable Clip to Composite Edges to see the limited view (for example, when the composite is displayed in Camera view). Spotlight Rendering There are two methods used to render spotlights: one uses polygons and the other adds the spotlight texture to the image texture itself. Polygons-Uses tessellated polygons to render spotlights. With Polygons enabled, you can set the Subdivisions value (between 10 and 500) to control how many polygons are used to generate the spotlight edges. Texture Map-Uses texture maps to render spotlights. With Texture Map enabled, the texture map used for each layer is modified since the spotlight texture is rendered directly onto it. This method is often slower than Polygons, but usually gives better results with most OpenGL cards (unless Subdivisions is set to a high value for the Polygons method). To see a difference in quality, enable Polygons and set Subdivisions to a low value. Depending on your OpenGL card, you should also see a difference in render speed. Usually, you should use the Texture Map method. If you have a card that handles a very high polygon count quickly, you can take advantage of the speed of the Polygons method and easily increase Subdivisions. 161

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Using OpenGL
161
❚❘❘
does not work as expected, your card probably does
not support the minimum requirements for
OpenGL support in
Combustion
.
If you have no OpenGL hardware, software-based
OpenGL is automatically used (regardless if Use
Software OpenGL is enabled or not).
Background Images
For OpenGL, a
background image
is any image used
‘behind’ an operator, such as an image behind the
particles in a Particles operator.
Note:
For the Particles operator, these images can be
the footage that flows into the Particles operator, or
the reference background image that you set with
the Background button in the Settings controls.
A layer is not considered a background image in this
sense so most of the composite views (Perspective,
Camera, and so on) do not use background images.
When you display a layer in Layer view, however,
OpenGL uses background images.
For some OpenGL cards, you can speed up the
display of background images by using texture
RAM. Users of these cards should enable Use
Texture RAM to increase performance in the
Particles operator. By default, Use Texture RAM is
enabled.
Note:
The Composite operator requires and always
uses texture RAM for layers, so they are not
considered background images and performance
remains unchanged.
Composite OpenGL Settings
There are several preferences for the OpenGL
composite preview.
Display Grid
—Shows a grid on the XZ plane (at
Y=0) in the OpenGL composite preview.
Grid Size
—Adjusts the size of the grid that appears
in the OpenGL composite preview.
Grid Color
—Changes the color of the grid when
you click the Color box to access the Pick Color
dialog.
Clip to Composite Edges
—Limits the OpenGL
preview to the frame size of the composite. If you
disable this option, you can easily position layers
outside the visible area using the entire viewport.
Enable Clip to Composite Edges to see the limited
view (for example, when the composite is displayed
in Camera view).
Spotlight Rendering
There are two methods used to render spotlights:
one uses polygons and the other adds the spotlight
texture to the image texture itself.
Polygons
—Uses tessellated polygons to render
spotlights. With Polygons enabled, you can set the
Subdivisions value (between 10 and 500) to control
how many polygons are used to generate the
spotlight edges.
Texture Map
—Uses texture maps to render
spotlights. With Texture Map enabled, the texture
map used for each layer is modified since the
spotlight texture is rendered directly onto it.
This method is often slower than Polygons, but
usually gives better results with most OpenGL cards
(unless Subdivisions is set to a high value for the
Polygons method).
To see a difference in quality, enable Polygons and
set Subdivisions to a low value. Depending on your
OpenGL card, you should also see a difference in
render speed.
Usually, you should use the Texture Map method. If
you have a card that handles a very high polygon
count quickly, you can take advantage of the speed of
the Polygons method and easily increase
Subdivisions.