iClone supports three levels of shader for real-time rendering: Quick, Vertex and Pixel Shader and automatically detects the 3D graphics card installed in the PC and provides available Quality options. The Quality setting is dependent on the 3D graphics card installed on the PC. For example, with Nvidia 7x00 series or ATI Radeon 9x00, users can select High, Middle, Low and Custom render settings. However, with older 3D graphics card such as Geforce4 MX that do not support shader model 1.0, users can only select Low and Custom options. The new Pixel Shader function will be disabled if the requirement is not met.
The Quick Shader produces an efficient real-time render with most 3D effects disabled for faster performance.
The Vertex Shader disabled some of the 3D effects to have medium visual quality.
The Pixel Shader takes advantage of shader model 1.0 and has options including: Bump/Normal, Glow, Reflection Map, Reflection, Refraction. Turing these options on increases the visual quality but consumes system resource.
Please refer to the Shading Methods of 3D Viewer section for more information.
An anti-aliased output will produce a smooth image with less jagged edges and pixilated areas. Check the box to turn the Anti-alias feature on.
Anti-alias Off |
Anti-alias On |
The Mipmap force to render object with gradually-lower-resolution texture along with the distance.
Mipmap Off |
Mipmap On |
As the camera angle turns to be too oblique, MipMap feature may cause some surfaces that are near the camera blur. To compensate the disadvantage, you may increase the Anisotropic value to gain more mapping quality.
Anisotropic Off |
Anisotropic = 16x |
The basic theory Flex and Spring in iClone is to have the effect to be displayed on 3D viewer by calculating the result depending on its status in the previous frame. Thus the result can be smooth for playing back. However, as for exporting, the maximum of FPS is 30, which may fail the flex and spring engine to calculate flex and spring status one by one and thus the wrong result generates.
This check box, Flex / Spring FPS Sync may solve this problem. If you check this box, iClone forces itself to calculate the two effects one frame after another for the exporting procedure. The exported file may then has the most correct Flex and Spring result. However, this may exhaust more of your system resources and decrease the performance during the exporting.
Your textures may look blurry when you apply them to large objects or view them in a close-up. This could be resulted from the maximum allowable texture size.
The default texture size setting for iClone is 512 x 512. This setting determines the maximum allowable texture size. Therefore, if any texture is larger than 512 x 512, after you apply it to a 3D object, the texture size will be scaled down to 512 x 512 (pixel as unit), which results in the blurry look of your texture.
Users can define the maximum allowable texture size applied to 3D objects in Max Real-time Map Size tool in the Preference panel. If you have high-resolution textures, you can set the texture size higher (from 1,024 x 1,024 to 4,096 x 4,096) to maintain your original texture quality. Since texture images take your graphics card memory, please consider the overall texture budget for the optimized visual quality.
Source Image = 3000 x 3000 |
Source Image = 3000 x 3000 |