Defines the number of sub-samples that should be generated per pixel. The higher the value, the smoother the borders will be. You will probably want to use a greater number of samples for especially fine geometry. Higher values will not impact render times as it would when using Cinema 4D (only hiders are affected and additional shading calculations are usually not triggered). These samples also affect the quality of motion blur and depth of field. They do not however increase shading detail.
Please refer to the AIR documentation for more information.
The Pixel Filter is applied to every image sample that is generated. Filters can be used to blur the image slightly or to sharpen the image. Details regarding all available filters can be found in the RenderMan® renderer specifications or in your renderer’s user manual. Commonly used filters include Gaussian (adds a slight blur), Catmull-Rom and Sinc (both make the image sharper). Use the X/Y Filter Width settings to define the filter’s influence within the image. Exactly how this works depends on the filter used.
Use this setting to define the shading detail. This parameter plays a major role in the time/quality tradeoff factor for RenderMan® renderer – compatible renderers (in particular PRMan and 3Delight). For REYES renderers (PRMan and 3Delight), this basically controls how finely objects will be diced into micro polygons. A lower value will result in smaller micro polygons, i.e., finer dicing, and therefore higher shading quality. A value of 20 is good for generating quick previews and a value of 1 should be enough for final renders. However, reducing the value to as low as 0.25 may be necessary if your scene contains very many fine shading details, too much grain is present or if shaders don’t anti-alias well. A value of less than 0.25, though, is not recommended.
This setting defines how shading should be interpolated between samples. The exact effect this setting will have is dependent upon the renderer being used. Please refer to your renderer’s reference manual for more information.
You can select from two options:
Since the difference between the final results of these two settings tend to be very subtle it generally won’t make a difference which one you select.
Use this setting to define whether surfaces should be rendered single-sided or double-sided. Contrary to most other applications, Cinema 4D renders double-sided by default. Therefore, this parameter is set to 2 by default.
Rendering can be sped up significantly if you make sure that all Normals on your geometry are lined up correctly and setting Sides to 1. Sidedness can also be defined on an object-to-object basis by applying a RIB Attribute tag.
Although AIR does not dice each primitive into micro polygons, higher level primitives (e.g., spheres, Catmull-Clark subdivision surfaces) nevertheless need to be subdivided in order to provide smooth geometry. The Flatness setting defines a metric value for the degree to which the geometry should be subdivided for a good result. The higher the value, the less detailed the geometry will be; a lesser value will further subdivide the geometry.
Enables and disables true geometry displacement mapping. If disabled, the displacement will be interpreted as bump map.
Forces the use of triangles instead of quads for displacement meshes. This can reduce artifacts, however at the cost of increased render times.