Basic parameter
Basic parameters for a solid color (a change of a color by thickness, SSS)

(Panel desigen for LW7)

Parameter name Explanation
User name Be parts entering in by a name of a user.
Key code Be places to input a cancellation key of a function limit into.
When a right key was input, indication becomes ************.
Surface(Camera)side Designate whether a normal of surface turns to which side of an object.

[Inside]

A normal turns to the inside of a solid object.

[Outside]
A normal turns to the outside of a solid object.

[Inside(Fliped)]
Be the same as Inside, but swap a value of Translucency with Diffuse, and do shading.

[No define]
Do not designate a direction.
Be processing the same as only LW.
Color mode Designate transmission color and a method of color processing of shadow.

[Surface]
Do not follow a change of a color by distance.
Be processing the same as only LW.

[Solid]
Let a color vary with distance to pass the object inside.
!In the where is not used to, setting may be difficult.
Standard distance Designate a value to become a standard when adds a change of a color by distance.
When it is equal, the distance that passed the object inside of a ray becomes a color only LW in this value.
Maximum distance Designate an upper limit of the distance that a ray passed.
When passage distance is larger than this value, use this value for distance of a density calculation.
(processing same as haze)
Preview background Designate a type of a preview.
LW does not teach a kind of the current preview for plug in.
Therefore there is need to match by manual operation.
But think that transparency does not need to set it in the case of the person who does not worry that is particular.
[Black] [Check board] [Layout] Three kind.

Parameter name Explanation
Inside diffuse type Designate a pattern to collect information of inside diffusion.

[Spider net]
A sample point is a point of intersection of the line which radial, grow from the multiplex concentric circle and center.

Were similar to Spider net, but reduced a sample point while suppressing a picture fall.

[Random]
Let a sample point of Spider net move at random.
Be suitable for a case and the radiosity that a step has looked by a rendering result in Spider net.

Let a sample point of Adaptive Spider net move at random.
Be suitable for a case and the radiosity that a step has looked by a rendering result in Adaptive Spider net.
Inside diffuse quality Do a minute sampling so that numerical value becomes large.
But what usually uses in around 3-5 is recommended because turnaround time increases by the square of about several value.
!Do not process SSS in the case of zero.
Inside diffuse angle Designate angular range collecting information.
Because participates in feel of a material greatly, please try to change this numerical value in various ways.
Feel of a material becomes hard so as to make an angle small.
In addition, a good result appears when wants to make a thing taking influence of light in the other side of an object when sets an angle than 180 degrees.
In particular please warn it because there is need to set than 180 degrees by all means when wants to send in influence of light of the other side in both sides surface.
!Do not process SSS in the case of zero.
Ray course fitting When permeability uses a case and the deep part where surface owns a complicated curved surface for an object falling down (skin), a good result appears.
Inside diffuse depth By reference value of penetration distance of a ray, this numerical value participates in feel of a material greatly.
A transparent feeling becomes strong so that numerical value becomes large.
!Do not process SSS in the case of zero.
Translucency amount When wants to let Inside diffuse depth change in Translucency of a basic parameter of LW, make this numerical value large.
Auto gain control There is the case that a color becomes considerably dark by setting of surface designating inside permeability (the surface which a normal was suitable for inward).
Do automatic repair of brightness when adds this check to such a case.
!But when structure of an object is funny (intersects a case and the other objects which are not closed), there is the case that an abnormal result goes.
Inside diffuse mixing Designate mixture balance of regular shading and SSS shading.
Do not do SSS processing in the case of 0%, and do not do regular shading processing in the case of 100% adversely.
When wants to send in influence of bump mapping powerfully while using SSS, a good result appears at a range of 50-90 when sets it.

Parameter name Explanation
Caustics type Designate a pattern to chase a light source.
Be things same as Inside diffuse type.
Caustics quality Do a minute sampling so that numerical value becomes large.
!Do not process it in the case of zero.
Caustics angle Designate a range to chase a light source.
This designates an expanse from the place as zero degree in the direction that there is of a light source.
When processes complete transmission and reflection, please designate this numerical value in 360 degrees.
Expanse condition of shadow when uses it for soft shadow is decided at this angle.
Dispersion shading When wants to do the quasi-SSS that used caustics, add a check.
Directray sharpness Designate sharpness of the direct light that does not do transmission and a reflection.
!When wants to do an edge of shadow softly, make numerical value small.
Inirectray sharpness Designate sharpness of the indirect light which did transmission and a reflection.
!When transmitted light and a reflected light are hard to look, please try to make numerical value small.
SSS users this When processes it in caustics at the time of light source processing of SSS, add a check.
(But become very slow)
!SSS caustics processing when makes a model in one side surface pair uses a parameter of the inward-looking surface side.
(please add only this check to the surface side of an outward arrow)

Parameter name Explanation
Be things same as Inside diffuse type.
Radiosity quality Do a minute sampling so that numerical value becomes large.
!Process it only by light of a normal direction of surface in the case of zero.
Usually use it by a range of 120-180 degrees, but let you ignore influence of radiation light to come from the direction where is small and does this angle when wants to raise processing speed and came off from a normal direction, and may be good when lowers quality still as well.
Radiosity spftness Influence of radiation light of a normal direction of surface increases so as to lower this numerical value.
Please usually use it by a range of 80-100.
Interaction mode Designate a level of interaction between surface.

[Regular interaction]
Process radiosity same as LW itself.

[High interaction]
Process interaction considerably precisely, but turnaround time increases.

[Low interaction]
Be processing of the interaction that simplified.
When wants to use substitute radiosity of an ambient light, for example, do environmental brightness in zero, and a result good comparatively appears in around 10-50 by this numerical value when sets it.
SSS users this When processes radiosity at the time of light source processing of SSS, add a check.
(But become very slow)
!SSS radiosity processing when makes a model in one side surface pair uses a parameter of the inward-looking surface side.
(please add only this check to the surface side of an outward arrow)

Parameter name Explanation
Specular layer Choose a layer to set.
!A parameter of the layer that selected here is displayed in a parameter of Specular2 and Specular3.
Specular gain Set brightness of specular.
Be percentage for "Specular" of LW itself.
Glossiness offset Increase and decrease by glossiness.
Be relative value for "Glossiness" of LW itself.
Color highlights amount Set effectiveness of a color highlights.
Be percentage for "Color highlights" of LW itself.
Light filter Do filtering to a light by the color that set here.

Parameter name Explanation
Model Cook<->Phong Reshuffling adds to an operation method between Cook trans and Phong.
Curve peak<->Round Designate a distribution characteristic of specular light.
A center is bright in the case of zero, and there become a little center and changes of peripheral brightness in the case of 100.
Become a regular characteristic in 50.
Specular mode Designate a form of specular beam.

[Halation]
Can add odd specular beam, but feel of a material includes a habit to some extent.

[Fan (Beam X2)]
Be specular of the being fan-shaped that was suitable for the thing which had structure of concentric circular.
Specular beam becomes the double number that designated in Number of beam.

[Band (Beam X2)]
Be specular of the being linear that was suitable for the thing which linear pattern processing was able to leave.
Specular beam becomes the double number that designated in Number of beam.
Number of beam Designate number of specular beam.
Beam length Designate length of radiated light.
!This value is for specular to have disappeared at the time of zero, and Specular mode please warn a case except Halation.
Beam rotation Spin a direction of specular beam.
Ring specular Designate expanse condition of a ring of ring-shaped specular.
Be suitable for the fuzz material.
!Become regular specular in the case of zero.
Diffuse amount Feel of a material adjusts when raises numerical value when specular looks unnaturally.

(directional control use of specular)

Parameter name Explanation
Angle controler Designate a control method of a direction of radiated light.

[Light&Camera]

A zero degree direction of radiated light is decided in a light source and a viewpoint vector.
When a light source or a direction of eyes changes, an angle changes into radiated light to it.

[Light&Object Y-axis]
A zero degree direction of radiated light is decided in a light source and a Y axis direction of an object.
Be easy to use this most.

[Object Y-axis]

A zero degree direction of radiated light becomes a direction along a Y axis of an object.
A direction of radiated light changes by a light source and eyes, and an inconvenient thing please use this.

[Y-axis(effect by UV)]
A zero degree direction of radiated light becomes a direction along a Y axis of an object changed in an UV map.
Do +- of a header in U, and do +- of pitching in V.
!When there is not an UV map when all the values of an UV map are 0,0, become a result the same as Object Y-axis.
In addition, can use it and this function uses "an inside/outside surface pair" when makes a model and when there is an UV map of equivalence name to both surface.

Decide a zero degree direction of radiated light by slope of a value of an UV map.
Calculate the direction where V changes in +, and U does not change into as a direction of zero degree.
!When there are not a case and the UV map that all the values of an UV map are 0,0, a right result is not provided.
In addition, can use it and this function uses "an inside/outside surface pair" when makes a model and when there is an UV map of equivalence name to both surface.
Angle assistance axis H Calculate a Y axis of an object or a zero degree direction of an UV map as the thing which moved to only the angle that ordered here in processing of specular.
Angle assistance axis P Calculate a Y axis of an object or a zero degree direction of an UV map as the thing which moved to only the angle that ordered here in processing of specular.
Direction UV-map Designate an UV map name when lets an angle change in an UV map.
!Because used UV value is really the value that surface of inward-looking has, please warn it.
Direction U-delta Designate delta value when does +- of a Y axis direction.
If this value becomes large, influence for a header of U value becomes large.
In addition, give an angle calculation of radiated light influence when changes the ratio of delta value of U and V.
(when want to emit it by length and the feeling that lost sideways)
Direction V-delta Designate a basic value when does +- of a Y axis direction.
If this value becomes large, influence for pitching of V value becomes large.
In addition, give an angle calculation of radiated light influence when changes the ratio of delta value of U and V.
(when want to emit it by length and the feeling that lost sideways)

Parameter name Explanation
Eade refrection Designate the strength of reflection of a side edge and inside reflection of analysis of inflectional ending.
Eade opaque In reflection time and inside reflection of analysis of inflectional ending of a side edge, can change opacity of the place.
(usual 100%)
Eade width Designate width of simple fresnel processing.
Chromatic aberration Designate the strength of a chromatic aberration.
Color bands Designate the number of resolution of chromatic aberration processing.
!Turnaround time increases in proportion to number.
Color in a trace limit Designate a color when inside reflection of a transparent object reached a limit of trace frequency.
LW is only neutral gray, but a change is possible here when feel of a material does not fit a peripheral color.

Parameter name Explanation
Soft refrection type Designate a pattern of a soft reflection.
Be things same as Inside diffuse type.
Soft refrection quality Do a minute sampling so that numerical value becomes large.
!Do usual reflection processing in the case of zero.
Soft recrection angle Designate a diffusion range of a reflected ray.
This value takes influence of basic parameter Glossiness of LW.
!This value is just used in the case of zero glossiness, but angular range becomes small with it when raises luster value.
Soft refraction type Designate a pattern of soft refraction.
Be things same as Inside diffuse type.
Soft recraction quality Do a minute sampling so that numerical value becomes large.
!Do usual transmission refraction in the case of zero.
Soft recraction angle Designate a diffusion range of transmission refraction light.
This value takes influence of Glossiness of a basic parameter of LW.
!This value is just used in the case of zero a grosness, but angular range becomes small with it when raises luster value.

Parameter name Explanation
Diffuse mode [Normal]

[Invert]
Let the maximum and the minimum of gradation reverse.

[Roll90 ]
Resemble Invert, but a direction of a light source considers 90 degrees to turn, and calculate gradation.

[Roll90 &amp; Invert]
Combine Roll90 and Invert.
To some extent, as for the diffusion of a transparent object, one using this may be natural.
Diffuse range Change a range of Diffuse and Translucency.
!A range of Diffuse spreads to a direction to be opposite to a light source, but necessary attention when moves it in + because it is it in an unnatural result when does it in setting to receive shadow of self in both sides surface.
Diffuse curve Change gamma value of Diffuse.
Translucency curve Change gamma value of Translucency.
Translucency filter Cover Translucency with a color filter.
Be usable in the case that looked at milk-white acrylic glass from the back.
!Take influence of "color filter" which "advanced setting" includes of the LW main body.
Norm. control UV-map Designate an UV map name when changes normal vector in the cause by a gap of UV value of outward arrow surface and inward-looking surface of one side surface pair.
Norm. control U-delta A change of a normal to an U direction becomes large when makes this value small.
Norm. control V-delta A change of a normal to a V direction becomes large when makes this value small.

Parameter name Explanation
Undercoat MAX angle Be "a normal and angle differences of eyes" that be seen through, and condition becomes maximum (absolute value).
Undercoat MIN angle Be "a normal and angle differences with eyes" that be seen through, and condition becomes minimum (absolute value).
Undercoat Mixing Undercoat is transparent so that a value is large.
!"Undercoat" is a color of inward-looking surface of one side surface pair.

Parameter name Explanation
Radiosity position error In a judgment using cache in radiosity, designate a result and error tolerance with a current position that were already done cache of.
Processing becomes early, but a picture deteriorates so that a value is large.
!Do not do cache operation in the case of zero.
Radiosity bearing error In a judgment using cache in radiosity, designate a result and error tolerance with a current normal angle that were already done cache of.
Processing becomes early, but a picture deteriorates so that a value is large.
!Do not do cache operation in the case of zero.
SSS position error In a judgment using cache with SSS, designate a result and error tolerance with a current position that were able to already leave cash.
Processing becomes early, but a picture deteriorates so that a value is large.
!Do not do cache operation in the case of zero.
SSS bearing error In a judgment using cache with SSS, designate a result and error tolerance with a current normal angle that were able to already leave cash.
Processing becomes early, but a picture deteriorates so that a value is large.
!Do not do cache operation in the case of zero.
Caustics position error In a judgment using cache in caustics, designate a result and error tolerance with a current position that were already done cache of.
Processing becomes early, but a picture deteriorates so that a value is large.
!Do not do cache operation in the case of zero.
Caustics bearing error In a judgment using cache in caustics, designate a result and error tolerance with a current normal angle that were already done cache of.
Processing becomes early, but a picture deteriorates so that a value is large.
!Do not do cache operation in the case of zero.