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Advanced Render settings

The Vignette Authoring Tool (part of the Scene7 Image Authoring package) provides mechanisms to control low-level aspects of the vignette render engine.
Render Settings is an advanced feature of Image Rendering and Image Authoring. Contact Adobe Technical Support or your Adobe consulting representative for training, consultation, or both, on using Render Settings.
These settings are controlled interactively in Image Authoring. It is possible to apply the same settings in Image Rendering using the rs= command (or with the catalog::RenderSettings value). This mechanism is used to select different sharpening options for each material, and modify the behavior of the illumination rendering algorithms, such as varying the saturation of highlights or the contrast in shadows.

Advanced Render Setting (rs=) values

Code
Description
Minimum value
Maximum value
Notes
A
Render Effects/Alternate Shader overrides the setting in the vignette.
0
1
A0=Render Effects
A1=Alternate Shader
U
USM (UnSharp Mask).
0
2
To use USM, U must be > 0
W
USM amount (%).
1
500
V
USM radius (pixels).
1
100
X
USM threshold (levels).
0
255
Q
Resizing mode.
1
5
  • Nearest Neighbor
  • Bi-Linear
  • Bi-Cubic
  • Supersampling (default value)
  • Lanczos Window
R
Resampling mode.
0
5
  • Default
  • Nearest Neighbor
  • Bi-Linear
  • Supersampling
  • Adaptive
  • Poisson Sampler
T
Supersampling: Random.
0
200
Default is 0.
S
Supersampling: Random rate.
1
20
Default is 5.
M
Adaptive Resizing: Depth.
4
8
N
Adaptive Resizing: Width.
2
10
P
Poisson: Samples/Pixel.
1
4
Default is 1.
Y
Poisson: Use toggle.
0
1
Default is 1.
Render effects (older shader)
I
Highlights.
0
100
J
Highlights saturation.
0
50
H
Shadows for bright materials.
50
100
K
Shadow saturation.
0
400
L
Gloss-based extrapolation strength.
100
600
F100G0
Brightness compensation (checkbox)
Default is on (blank) and deselected = F100G0.
Alternate shader
Z
Basic contrast.
0
100
Default is 50.
a
Brightness compensation.
0
255
Format different: a36.207.136.177.xx
b
Saturation adjustment.
0
255
Format different: b36.207.136.177.xx
c
Shadows adjustment.
0
255
Format different: c36.207.136.177.xx
d
Highlights adjustment.
0
255
Format different: d36.207.136.177.xx
e
Specular highlights.
0
255
Format different: e36.207.136.177.xx
xx
Shape.
-100
100
See 'xx' in above values.
k
Illumination adjustment.
0
255
Format different: k64.138.175.60.xx.133.242
u & s
Shadow hue shift.
0
255
Format different: u8.1.2.3.4.5.6.7.8.s8.1.2.3.4.5.6.7.8.
v & t
Highlight hue shift.
0
255
Format different: v8.1.2.3.4.5.6.7.8.t8.1.2.3.4.5.6.7.8.
w
Saturation adjustment.
g
Low saturation boost.

Sample Advanced Render settings

Setting composition
Description
H60I30J10K200L400U1V10W100X0
Default values in Image Authoring.
  • H60 = Shadows for bright materials (50-100).
  • I30 = Highlights (0-100).
  • J10 = Highlights saturation (0-50).
  • K200 = Shadow saturation (0-400).
  • L400 = Gloss-based extrapolation strength (100-600).
  • U1 = USM (Unsharp Mask) (0-2).
  • V10 = USM radius (1-100 pixels).
  • W100 = USM amount (1%-500%).
  • X0 = USM threshold (0-255 levels).
H50I0J0K0L100U1V1W1
  • USM1
  • All maximum and brightness compensation is on.
F100G0H50I0J0K0L100U1V1W1
  • USM1
  • All maximum and brightness compensation is off.
F100G0H100I100J50K400L600U2V100W500X255
  • USM2
  • All maximum and brightness compensation is off.
H80I70J40L300U1V8W80X5
  • H80 = USM amount
  • I70 = Highlights
  • J40 = Highlights saturation
  • L300 = Gloss-based extrapolation strength
  • U1 = USM
  • V8 = USM radius
  • W80 = Shadows for bright materials
  • X5 = USM threshold
Q5R3S11T103U1V6W120X5Z80b.188.88.75.37
Alternate Shader with sharpen:
  • USM1
  • USM amount (120)
  • USM radius (0.6)
  • USM threshold (5)
  • Resizing (Lanczos)
  • Resample (Supersampling, random=half, rate=half)
  • Contrast (stronger)
  • Saturation Adjustment (first vertex in middle, second vertex along edge, third vertex middle point low)
  • Sharpen (3/4 way to the right)
provides a more precise Advanced Shader diffuse rendering pipeline.
It should probably also go into the different renders - Render Effects and Alternate Shader - or link to descriptions of each.