General
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Contains settings used by the path tracer or ray tracer depending
on the tab you choose. Some settings are common between Path tracer and Ray
Tracer. These settings include:
- Stroke Tolerance
- Depth of Field
- Blur
- Camera Projection
- Shadow
- Ignore Default
Lighting
- Ignore Open Elements
and Text
- Render Geometry
Outside View
- Compute Physically
Accurate Caustics
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Path Tracer
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Contains the following settings, specific to path tracer:
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Max. Samples per pixel - Controls the
maximum samples per pixel used by the path tracer before the render is
complete. The higher this value the better is the quality and longer is the
time needed to finish. You can always set this to a higher value than you need
and interrupt the render when you achieve desirable results
- Max. Rendering Time
- This value in minutes when set, is how long to let the path tracer render
before stopping. You may need to increase the number of samples if that option
is checked. For example, if Max Samples per pixel is 256 and you set Max
Rendering Time to 120 minutes most likely the render will stop when it hits the
sample limit before reaching the time limit
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Render VUE Spectral cloud layers - When
selected, the dynamic clear sky model will be replaced with a progressive sky
environment map, filled on demand by the path tracer, that will include VUE
spectral cloud layers.
Note: For performance reasons, the sky environment map will
always be rendered from a low altitude point of view (regardless of the actual
camera placement), making it suitable for most architectural scenes. For in or
above clouds points of view, it is recommended to use VUE Ray Trace renderer.
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PathTracer Denoiser - Options are None,
NVIDIA, and Intel. Intel denoiser will be used by default, NVIDIA denoiser
requires a Maxwell or later based GPU with a driver version 435.80 or higher
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Use Albedo and Normal passes to improve
denoising - When enabled extra channels are used to improve
denoising. Denoising results are much better when the denoiser can use Albedo
and Normal multi-passes. When the corresponding tick is checked, these
multi-passes will automatically be computed by the render engine
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