9.5.2

Table Of Contents
662 CHAPTER 13
RENDERING RENDER MENU 663
Example:
You have a plane, 200m x 200m, i.e. 40,000sq. meters. “Pixel Sizeis set to 0.5.
This means the texture will have a total size of 40,000 / 0.5, i.e. 80,000 pixels.
Since the texture is square, you simply take the square root and you will have
a texture size of 283 x 283 pixels. Since this lies within the dened minimal
and maximal settings, the texture will be output in this size.
Width / Height
This is the size in which a texture will be rendered when the Automatic Size” option is deactivated.
Bear in mind that the size of the texture has to be very big, depending on how close the camera will
be to the object to be rendered, in order to get good results. For you game developers: Stick to the
requirements of your game engine.
Supersampling
Enlarged selection of a baked shadow. Left: “Supersampling” set to “0”; right: “Supersampling” set to
“1”.
Supersampling is necessary since CINEMA 4D anti-aliasing has no effect on the baking of textures.
Depending on the settings you selected, a corresponding number of sub-pixels will be calculated that
will be needed for the depiction of a particular pixel upon output.
The following sub-pixel ratios apply:
0: 1x1 (no effect)
1: 3x3
2: 5x5
3: 7x7 and so on...
Render times increase greatly with higher “Supersampling” values. You can compensate for this by
setting a low “Supersampling” value and adjusting the texture interpolation (MIP, Sat Mapping, Blur
Parameters – see chapter 18, p. 783 in your CINEMA 4D reference manual) of the mapped texture.