Indirect Diffuse Lighting
Setting | Description |
---|---|
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 |