Output Channels
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Allows you to choose a rendering output. When enabled, the render
engine will render a separate channel for the selected channels. When the
render completes, you can use the save option from the render dialog and the
selected channels will be saved to files.
Note: Color & Alpha will always be rendered while ray tracing
and is always enabled for all ray tracing render setups.
Channels marked in red in the below image are not supported
by Path Tracer:
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Reflection
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Determines how the reflection rays are traced in a raytraced
render.
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Reflection Depth - This setting
determines the number of times a reflection is seen. For example, imagine a
kaleidoscope that reveals geometric patterns using a set of mirrors.
Top: Reflection Depth = None | Bottom: Reflection Dept
= Four
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Refraction
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Determines how the refraction rays are traced in a raytraced
render.
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Refraction Depth - Controls the number
of transparent surfaces a refraction ray travels before it is terminated. A
modeled glass windowpane having some thickness would consist of two transparent
surfaces, and a refraction depth setting of 2. Similarly, for a ray to travel
through an accurately modeled glass bottle would require a refraction depth of
4. Setting up two bottles in line the refraction depth would need to be 8 to
see through both bottles. Adding a liquid would add two more transparency
planes meaning to see through two bottles with liquid refraction depth would
need to be 12. If you have refraction depth set too low will result in black
pixels where the refraction ray is terminated early. In the below renders you
can see the effect of refraction depth settings on renderings. In this test
case to avoid the early termination of refraction rays with resultant black
pixels you would need a refraction depth of 12 or higher.
Top to Bottom : Refraction Depth =
5,8,12,16
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Stroke tolerance
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Controls the number of triangles curved surfaces are broken into
before being rendered. Smaller values produce smoother results but at the
expense of render time. Stroke Tolerance may be defined in pixels or physical
units. Stroke tolerance may be set as a distance in meters or pixels where the
latter is used the results will be view-dependent, that is if the camera is
closer to curved surface at render time will result in finer stoker tolerance
than when the camera is further away.
Left to Right: Stroke Tolerance = 5, 0.5,
0.1
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Depth of Field
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If enabled camera blur will be used to mimic the depth of field
effect. This is done as a post-process with very little overhead. The point
that is in focus is based on the focal distance and is the distance from the
eyepoint to the camera target.
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Blur
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Shows the amount of blur applied when the Depth of Field is
enabled values can be above 100%.
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Blur Rendering Method
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Options are Distributed ray-tracing, Hybrid 2.5D, and Fast Hybrid
2.5D.
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Distributed RayTracing - Used to render
Motion blur and depth of field. This method is a physically accurate approach
that converges towards the exact solution as the number of samples per pixel
increases.
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Hybrid 2.5D - is a method that is
totally noise-free and much faster to compute. Computation time is not very
dependent on scene complexity.
Note: Hybrid 2.5D is not compatible with network rendering,
due to the way this algorithm works. The distributed ray-tracing blurring
method will be enforced when you enable network rendering.
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Fast Hybrid 2.5D - Uses a new algorithm
for depth of field generation. It is based on image blur like Hybrid 2.5D but
uses a faster color spreading algorithm and works in conjunction with
distributed ray tracing. Usually, several passes are required to get all the
distributed raytracing noise smoothed out. Systematic object anti-aliasing is
incorporated inside Fast Hybrid 2.5D. Therefore, anti-aliasing settings become
linked to the depth of field settings. This means that only systematic
anti-aliasing becomes available, and the minimum number of rays per pixel
becomes equal to the number of the depth of field passes (changing either of
them changes both values).
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Camera Projection
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Options are From View, Spherical and Cylindrical. For rendering
panorama images, you can use cylindrical or spherical with recommended aspect
ratio of 2:1 for example 5000 x 2500 or 10000 x 5000 pixels.
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Shadows
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If selected shadows are rendered.
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Ignore Default Lighting
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If enabled, will ignore default lighting.
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Ignore Open Elements and Text
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If enabled, will prevent text and open elements from being
rendered, our default is to have this option enabled.
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Render Geometry Outside View
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If enabled, will make sure the entire scene is sent to the
render engine. If not enabled some geometry behind the camera may not be
rendered. Geometry that is crossed by the camera's view frustrum will always be
included.
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Compute Physically Accurate Caustics
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If enabled, will cause the render engine to render caustic
effects. The accuracy of the caustics can be improved by increasing the number
of Caustic Photons used.
Top: Without Caustics | Bottom: With
Caustics
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Render PBR materials as Legacy Equivalent
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If enabled, will convert PBR materials to legacy and send to the
ray tracer at render time.
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