Bentley LumenRT for NVIDIA Omniverse Help

Geometry

SettingDescription
Normal & Tangent Space Generation Mode Select the mode to use to generate Normals and Tangents at triangle mesh vertices. Options are:
  1. AUTO - selects the best mode depending on the data available and data update pattern
  2. CPU - use the CPU. This uses mikktspace to generate tangent basis on the CPU
  3. GPU - use the GPU. This allows deforming meshes to have their normal and tangent basis updated on the GPU, to avoid the CPU overhead.
  4. Force GPU - force the use of the GPU to generate normals even when these are valid in the input mesh
Back Face Culling Enable back face culling for 'Single Sided' primitives .Note that this only applies to Usd Geom prims that have the custom 'Single Sided' flag set. The 'Double Sided' flag is ignored because its default value is false, which is not a desirable default in a renderer using ray-tracing to simulate light transport
Wireframe Thickness Changes the thickness of the wireframe used when a primitive is flagged to be rendering wireframe mode.
Wireframe World Space Thickness When set, the wireframe thickness value is in world space instead of screen space
Shaded Wireframe If enabled, the wireframe is shaded with the materials assigned to the primitive, Otherwise the wireframe uses a plain white Emissive material
Subdivision Global Refinement Level Selects a global subdivision level to apply to all primitives with Subdivision Schema set to Catmull-Clark, Loop, or Bilinear. This over-rides the level selected in those primitives. Each increment of 1 in this value increases the mesh triangle count by a factor of 4.
Subdivision Feature-adaptive Refinement Feature-adaptive refinement automatically increases or reduces refinement level based on geometric features. This reduces the number of polygons used in flat areas for example
Clear Subdivision Refinement Overrides in all Prims

Any assets with the setting Refinement Override enabled will be disabled. This effectively ignores any prims who's values have been customized in Refinement Level .

Renderer-internal meters per unit Select the number of units per meter used by the renderer relative to the scale of the scene. Option are Default, Small, Medium and Big. The look of some materials depend on the scene scale, for example subsurface scattering and volumetric shading
Hide geometry that uses opacity (debug) This allows to quickly hide all objects which have opacity enabled in their material