Geometry

Width

The width in pixels of the image. Double click to make the width and height match the exact dimensions of the viewable render area, and to scale the original image by the width.

Note if this value exceeds the viewable render area, the interactive renderer will run much more slowly due to issues with how Qt draws an OpenGL texture when obscured by other widgets.

Right clicking inside the field shows a menu with common image sizes to select from.

Default: The width of the viewable render area.

Range: 1 – max texture width of your GPU, usually 16,384

Height

The height in pixels of the image. Double click to make the width and height match the exact dimensions of the viewable render area, and to scale the original image by the height.

Note if this value exceeds the viewable render area, the interactive renderer will run much more slowly due to issues with how Qt draws an OpenGL texture when obscured by other widgets.

Right clicking inside the field shows a menu with common image sizes to select from.

Default: The height of the viewable render area.

Range: 1 – max texture width of your GPU, usually 16,384

Center X

The x coordinate of the center offset of the camera. The image will move in the opposite direction on the X axis.

Default: 0.000

Center Y

The y coordinate of the center offset of the camera. The image will move in the opposite direction on the Y axis.

Default: 0.000

Scale

The number of pixels in the final image that correspond to the distance from 0 to 1 in the Cartesian rendering plane. Increasing zooms in, decreasing zooms out. Quality is not scaled when this value is adjusted, so increased values without a proportional increase in the Quality value will degrade the final image quality.

Range: 10+

Default: 240.00

Zoom

The zoom level of the final image. Quality is scaled when this value is adjusted, so rendering time is greatly increased.

Values over 10 can cause the render to fail due to numeric overflow when scaling the quality, so it’s best to keep this at lower values.

Range: 0 – 25.0

Default: 0.0

Rotate

The rotation of the final image in degrees.

Default: 0.00

The following fields are used for creating a 3D effect.

Z pos (3D)

The z coordinate position used to project points to the histogram. Used alone, this has no effect. When used with other 3D fields, it gives a zooming effect.

Range: -1000 – 1000.00

Default: 0.00

Perspective (3D)

The perspective used to project points to the histogram. This gives the effect of tilting the camera forward or backward.

Range: -500 – 500.0000

Default: 0.0000

Pitch (3D)

The pitch angle used to project points to the histogram. This angle rotates the entire frame around the X axis.

Range: -180 – 180.

Default: 0.00

Yaw (3D)

The yaw angle used to project points to the histogram. This angle rotates the entire frame around the Z axis. The effect is similar to rotate, but observes 3D space.

Range: -180 – 180.

Default: 0.00

Depth blur (3D)

The amount of depth blurring used when projecting points to the histogram. Points with Z coordinate values farther away from the camera get blurred more.

Range: -100 – 100.000

Default: 0.000

Blur curve (3D)

Curve parameter to adjust how blurry points are as they move away from 0,0. Use 0 to make blurriness uniform.

Range: 0 – 100.000

Default: 0.00