9

1006 G lossa ry
You choose the sampling fi lter and set other
sampling options on the Render Scene dialog >
Renderer panel > Sampling Quality rollout (page
3–98).
Note: Area lights (Area Omni Light (page 2–1298)
and Area Spot Light (page 2–1299))havetheirown
sampling controls. These affect only shadows cast
by the area light. They are independent of the
sampling used to render the scene as a whole.
R ender ing the S a mpling R a te
To help y ou c h o o s e a s a m p l i n g f i lter, y ou c a n
render a scene with diagnostics enabled and
Sampling Rate chosen on the Render Scene dialog
> Processing panel > Diagnostics rollout (page
3–123). The Sampling Rate diagnostic to ol gives a
schematic rendering that shows how the sampling
method behaves with your s cene.
Rendering with diagnostic display of the sam pling rate turned
on
Sampling range: 1 to 16
The intensity of each pixel indicates the number
of samples collected within it and on its lower
and left edges. The brighter the pixel, the greater
the number of samples. Overall, the View Sample
rendering is normalized so the brightest pixels
have the maximum number of samples. Also, red
boundaries indicate the boundaries of sampling
tasks.
Lock Samples and Animation
By default, the mental ray renderer introduces a
pseudo-random (quasi Monte Carlo) variation in
the sampling pattern from frame to frame. This
reduces rendering artifacts in animations.
You can turn off the sampling variation by turning
on Lock Samples on the mental ray: Sampling
Quality rollout (page 3–98).
Jittering
"Jitters" samples by introducing a variation into
sample locations. Turning on Jitter can help reduce
aliasing. Default=off.
The Jitter control is also on the Sampling Quality
rollout (page 3–98).
Scale Stride
In footstep anim ation (page 3–943),theScale
parameterletsyouchangethelengthorwidthofa
footstep selection (or both at once). This setting is
on the Footstep Operations rollout (page 2–990).
The selected footsteps are scaled around the first
footstep in the selection.
Scanline R enderer
The scanline renderer (page 3–38) is the default
renderer. By default, you use the sca nline renderer
when you render a scene from the Render Scene
dialog (page 3–2) or from Video Post. The Material
Editoralsousesthescanlinerenderertodisplay
materials and maps.
Theimageproducedbythescanlinerenderer
displays in the rendered frame window (page 3–5),
aseparatewindowwithitsowncontrols.
As the name implies, the scanline renderer renders
the scene as a series of horizontal lines. 3ds Max
additionally provides the interactive viewport