Show Area Light In Primary Rays
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Makes area lights (Sphere Light, Rect Light, Disk
Light, Cylinder Light) visible to the camera. This has no influence on their
visibility in reflections or refractions (e.g. behind glass)
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Shadow Bias
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Configurable offset to apply to the shadow ray
origin along the surface normal. Helps reduce self-shadowing artifacts in low
polygon geometry.
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Use First Distant Light & First Dome Light Only
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The renderer will ignore all lights in the scene
except for the first distant light and the first dome light (the ordering
determining the 'first' light of each type is not user-controllable)
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Hemisphere Sampling
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Select how to sample the Dome Light. Options are:
- Upper & Lower
Hemisphere: Samples the entire Dome Light sphere. Use this option when scene
objects should receive light from "below" (below the horizon)
- Upper Hemisphere
Visible & Sampled, Lower Is Only Visible: Use this option when light is
mainly coming from "above" the horizon (the upper half of the Dome Light
sphere)
- Use As Env Map:
select this option to uniformly sample the Dome Light. This may lead to highly
noisy renders (slow convergence) when the Dome Light contains small, bright
spots When using HDRI sky textures, it is recommended to use one of the first
two options, to improve convergence speed of the render
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Baking Resolution
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Select a 'power of two' texture resolution to use as
a starting point for the texture generated when baking the material bound to a
Dome Light (if any)
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Dome Light Texture Resolution Factor
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A factor applied to compute the final texture
resolution for a Dome Light texture. This applies both to Dome Lights with a
material bound to them, and those simply using a Dome Light texture, which
might need to be converted to format different from its input format (e.g.: a
cube map may be converted to a lat/long texture, or vice versa, depending on
the renderer's choice)
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Dome Light Material Baking SPP
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Number of samples per output texel at which to bake
the dome light (i.e. evaluate the Emission function of a material bound to a
Dome Light, if any). For example, baking a procedural cloudy sky to a texture
may require multiple samples to reach a certain image quality
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