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Description:
Swiss Army is well suited for many ray tracing needs: reflections,
refractions, sub-surface scattering, indirect illumination, caustics, etc. That's why it's called Swiss Army; it's got it all.
Notice you only pay for the extra ray tracing functionality when you
need to. If the intensity of a particular ray tracing operation is set
to zero, no ray tracing for the operation will occur. If the intensity
of a ray traced parameter is set above zero then that effect will be
evaluated. That way you can create reflections via tracing, but you
don't pay for any other computations like refractions, indirect
illumination, etc.
Surface Color
Set the surface color
Opacity
Set the opacity
Incandescence
Controls the amount of glow. Default is none.
Ambient Strength
Controls the effect of ambient scene lights
Diffuse Strength
Controls the effect of direct lights on the diffuse channel, Kd.
Diffuse Filter
Add additional effects to the diffuse values
Specular Strength
Controls the intensity of highlights on the surface.
Specular Filter
Adds a specular tint which can simulate everything from metalness to iridescence.
Metalness
Higher values increase "metalness" which means specular
highlights will be filtered throught the surface color. Plastic objects
tend to have white highlights.
Roughness
Controls the falloff of the specularity.
Reflections & Refractions
These are some typical parameters that control ray tracing from a generic shader's perspective.
Two Sided
If your primitives have outward facing normals, you can speed up ray tracing by leaving this switch disabled. If you are missing reflections, turn this switch on.
Max Distance
The maximum distance to consider when calculating ray intersections. Setting this parameter to a negative number is effectively equivalent to setting the distance to infinity. (And a lot easier, heh.) An appropriate Max Distance setting can significantly speed up a scene by only doing as much work as needs to be done. Those rays that don't hit anything can reference an environment map.
Environment Map
Add an environment map which will be used when a ray doesn't hit
anything.
Index of Refraction
You can make the index of refraction different for reflections and refractions. For the physically correct result, set these two parameters to the same value.
Strength
When set to zero no tracing occurs.
This parameter controls the intensity of the reflection. Different functions can be added here (such as a fractal function) to create interesting effects.
Reflection Filter
Filter reflections through this color. Good for creating metallic objects and other interesting looks.
Blur
You can create interesting effects by blurring reflections. Increase this setting to get more blur, or connect a function here for special effects. Remember when creating blurry reflections you'll also want to increase the "Samples" parameter to at least 4. Larger blurs require more samples.
Samples
For use with blurry reflections. Controls the amount of rays sampled at any given point. Higher samples increase the quality of the blur, but render slow, appropriate for final quality. Lower samples render faster and are useful for preliminary images.
Trace Set
Trace Sets can be used to define what objects a shader will consider for ray tracing calculations. Careful use of Trace Sets can not only be extremely efficient, it can also be used for special effects, by specifying which objects are visible to any given collection of objects. Manage Trace Sets using the familiar Maya sets, with an added Trace Set attribute.
Refractions
Refractions are like reflections only gathered from a different direction. The parameters provided for reflections are also available for refractions and can be indepedently controlled.
Sub Surface
These parameters control subsurface scattering effects. This method
takes a brute force approach. You have been warned.
Strength
Control the strength of the effect. Set to zero for no ray tracing
to occur.
Filter
Filters the color of the effect
Density
A control describing transport of light through an object and
limited by the range defined by Max Distance. This has an exponential
effect.
Max Distance
A control for the overall depth of an object. Increasing this value
increases how for light penetrates an object. This value is measured in
world units.
Trace Subset
Trace Sets can be used to define what objects a shader will consider for ray tracing calculations. Careful use of Trace Sets can not only be extremely efficient, it can also be used for special effects, by specifying which objects are visible to any given collection of objects. Manage Trace Sets using the familiar Maya sets, with an added Trace Set attribute.
Samples
Controls the amount of rays sampled at any given point. Higher samples increase the quality of the blur, but render slow, appropriate for final quality. Lower samples render faster and are useful for preliminary images.
Blur
The default "1" is probably a wise setting for this
effect. Larger blurs, like "1," require more samples.
Indirect Diffuse
Connect an indirect illumination function here to enable indirect
illumination calculations.
Caustic Strength
Multiplier for the caustic light contribution.
Caustic Filter
Filter for the caustic light contribution.
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