Converting a simple file from 8.0 to 8.1, AA, Shadow and Blurry Reflections threshold values

This tutorial shows how to adjust 3 parameters when moving a file from version 8.0 to 8.1. These are the anti-aliasing threshold (Block Volume Subdivision Limit), Adaptive Surface Sampling, and Adaptive Shadow Sampling. The way version 8.1 uses these values has shifted and this tutorial shows how to adjust them when opening an 8.0 file in 8.1.
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Anti-Aliasing changes in 8.1

The 8.1 update to Design 3D includes changes to the anti-aliasing system. This tutorial walks through these changes which specifically deal with how pixels are detected for anti-aliasing. Several examples are given which demonstrate how these changes manifest in renderings, and how to control the threshold mechanism (Block/Volume Subdivision Limit) which determines pixels for inclusion in the oversampling process. Changes to the Adaptive Surface Sampling threshold mechanism is also discussed.
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Anti-Aliasing, a primer

This tutorial discusses anti-aliasing / oversampling. It specifically looks at what it is using a simple demonstration in Photoshop. The Details tab has several parameters that control anti-aliasing, the Oversampling rate, the Block/Volume Subdivision Limit and the Pixel Detail Block Size. This first tutorial generally explains what the Oversampling rate is, but also discusses the other two parameters in general terms. This is in preparation for several tutorials that discuss changes in this area in the Design 3D 8.1 update.
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Working with Direct and Indirect light

This tutorial is designed for those new to Design 3D who want to know the difference between direct and indirect diffuse illumination. It also shows how to control parameters which influence these lighting types in Render dialog. It specifically looks at the Lighting, Shadow and Detail panels, covering Raydiosity Bounces, Cache Hits, Adaptive Shadow Sampling, and Anti-Aliasing parameters as they relate to direct and indirect illumination.
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Specularity on Metals, primary and secondary smoothness

This texturing tutorial shows how to use the Primary Mix Ratio to use two specular components on metallic surfaces. This allows materials with no diffuse component to interact with direct light sources.
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