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ambient occlusion
        4.9|7.3
antialiasing
        4.2
archive files
        9.1.5
baking
        3.9|4.14
batch rendering
        3.6|9.1.4
binary pyg
        4.1
bucket size
        4.6
caustics
        7.4
cloth
        5.3.2
coordinate systems
        naming via locator nodes
                5.6
crop regions in Sorbetto
        3.
delayed archive
        9.1.5
delayed input
        9.1.5
depth maps
        enabling depth maps
        4.2
depth of field
        4.5
displacement
        6.3
exporting Pyg files
        3.7
film gate
        4.5
filter
        pixel filter
                4.2
fog lights
        4.12|7.5
fur
        5.3.2|5.4
gamma correction
        4.5
GI
        see global illumination
global illumination
        4.7|7.2
graphics board requirements
        2.1.0.3
graphics driver requirements
        2.1.0.4
grid size
        4.6
hair
        5.3.2|5.4
hardware requirements
        2.1
image viewer
        4.1
indirect illumination
        4.7|        7.2
installation
        2.|2.2 to 2.2.4
        Windows
                2.2.2|2.2.3
iv
        4.1
light linking
        shadows obeying light linking
                4.5
light solo in Sorbetto
                8.3.4
lighting tool
        see Sorbetto re-rendering
lights
        substituting a Gelato light shader
                7.6
locator nodes
        5.6
materials
        6.|6.1
motion blur
        4.4
multiprocessing
        4.6
multithreading
        4.6
naming coordinate systems using locator nodes
        5.6
network rendering
        4.1
NURBS
        5.1.1
OS requirements
        2.1.0.6
output elements
        3.8|4.15
overriding shaders for all objects
        4.8
Paint Effects
        5.5
particles
        5.3.1
pixel filter
        4.2
polygons
        5.1.2
rendering polygon meshes as subdivision surfaces
        5.1.4
preview mode
        3.5|4.2
priority regions
        2.
proxy objects
        5.8
pyg
        binary vs ASCII
                4.1
        inserting arbitrary Pyg into scenes
        5.7
Pyg files
        exporting Pyg files
                3.7
pyg proxy objects
        5.8
ray tracing
                4.3
re-rendering
        see Sorbetto re-rendering
reflection blur
        6.1.2
refraction blur
        6.1.2
relighting
        see Sorbetto re-rendering
render globals
        see render settings
render settings
                4. to 4.15
        ambient occlusion
                4.9
        antialiasing
                4.2
        baking
                4.14
        bucket size
                4.6
        default per-object attributes
                4.11
general options
                4.1
        global illumination
                4.7
        grid size
                4.6
        indirect illumination
                4.7
        memory and performance
                4.6
        motion blur
                4.4
        multiprocessing/multithreading
                4.6
        output elements
                3.8|4.15
        overriding shaders
                4.8
        ray tracing
                4.3
        stereo rendering
                4.13
        subsurface scattering
                4.10
        texture memory
                4.6
        volume effects
                4.12
rendering the current frame
        3.4
rendering the selection, or all objects
        3.3
requirements (HW, SW, graphics, OS)
        2.1
search paths
        4.1
selecting Gelato as the renderer for Maya
        2.
shaders
        using Gelato shaders instead of Maya shading networks
                6.2
shading networks
        6.1
shadow maps
        enabling depth maps
                4.5
shadows
        7.1
        blurry shadows
                7.1.1
        depth maps
                7.1.1|7.1.3
        dynamic shadow maps
                7.1.3
        ray-traced shadows
                7.1.2
        volume shadows
                7.1.4
Shave and a Haircut
        5.4
shelf buttons
        3.1
solo a light
        8.3.4
Sorbetto re-rendering
        8.
        automatic updates
                8.3.1
        crop regions
                3.1
        initial Sorbetto render
                Initial
        priority regions
                2.
        progressive refinement
                8.3.2
        updating shadows and rays
                8.3.5
        zooming
                1.
spatial quality
        4.2
stereo rendering
        4.13
subdivision surfaces
        5.1.3|5.1.4
subsurface scattering
        4.10|6.4
system requirements
        2.1
texture baking
        see baking
threads
        4.6
viewer
        4.1
volume effects
        fog lights
                4.12|7.5
volume shadows
        7.1.4
volumes
        4.12



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