Bentley LumenRT for NVIDIA Omniverse Help

Indirect Diffuse Lighting

SettingDescription
Ambient Light Color Color of the global environment lighting
Ambient Light Intensity Brightness of the global environment lighting
Enable Ambient Occlusion (AO) Enables the use of Ambient Occlusion, which approximates the occlusion
AO Ray Length The length of the AO rays traced. Geometry beyond this distance will not result in AO-based darkening
AO Minimum Samples per Pixel The lowest number of AO samples (rays) to trace per frame
AO Maximum Samples per Pixel The highest number of AO samples (rays) to trace per frame
AO Aggressive denoising Increases AO denoising at the cost of more blurring
Enable Indirect Diffuse GI Enables Diffused Global Illumination
Samples per Pixel Higher values result in smoother looking GI
Max Bounces More bounces allow more potential GI contribution in occluded areas
Intensity Controls the intensity of the GI contribution evenly across the occluded area
Denoiser: Kernel Radius Controls the spread of the local denoising area. Higher values results in smoother looking GI
Denoiser: Iteration Count The number of denoising passes. Higher values results in smoother looking GI
Denoiser: Max History Length Controls latency in GI updates. Higher values results in smoother looking GI