Renderer
Controls
Parameter / Script Name | Type | Default | Function |
---|---|---|---|
USD source / source | - | ||
Render Delegate / render_delegate | Choice | Storm | |
AoV / aov | Choice | Color | |
Output Format / output_format_mode | Choice | Composition Format | |
Format / formatPreset | Choice | HD (1920x1080) | |
Width / width | Float | 1920 | |
Height / height | Float | 1080 | |
Pixel Aspect Ratio / customAspect | Float | 1 | |
Render Pixel Aspect Ratio / renderCustomAspect | Float | 1 | |
Camera / camera | Choice | - | |
Camera Light / CameraLight | Boolean | On | |
Filament Settings / FilamentSettings | Category | - | |
Filament Settings / FilamentSettings1 | Category | - | |
Ambient Occlusion / group:Ambient Occlusion | Category | - | |
Enabled / filament_ao_enabled | Boolean | Off | |
Bent normals / filament_ao_bent_normals | Boolean | Off | |
Quality / filament_ao_quality | Choice | Ultra | |
Resolution / filament_ao_resolution | Float | 1 | How each dimension of the Ambient Occlusion buffer is scaled. Must be either 0.5 or 1 |
Radius / filament_ao_radius | Float | 0.3 | Ambient Occlusion radius in meters, between 0 and ~10. |
Intensity / filament_ao_intensity | Float | 1 | Strength of the Ambient Occlusion effect |
Bias / filament_ao_bias | Float | 0.0005 | Self-occlusion bias in meters. Use to avoid self-occlusion. Between 0 and a few mm |
Bilateral threshold / filament_ao_bilateral_threshold | Float | 0.05 | Depth distance that constitute an edge for filtering |
Power / filament_ao_power | Float | 1 | Controls ambient occlusion's contrast. Must be positive. |
Upsampling / filament_ao_upsampling | Choice | Ultra | |
Low pass filter / filament_ao_low_pass_filter | Choice | Ultra | |
Enable Screen-Space Shadow Cone-Tracing (SSCT) / filament_ssct_enabled | Boolean | Off | Enable or disable screen space cone tracing for ambient shadows of dominant lights |
Light Cone Radius / filament_ssct_light_cone_radius | Float | 1 | |
SSCT Shadow Distance / filament_ssct_shadow_distance | Float | 0.3 | How far shadows can be cast |
SSCT Contact Distance / filament_ssct_contact_distance | Float | 1 | Max distance for contact |
SSCT Intensity / filament_ssct_intensity | Float | 0.8 | |
SSCT Light Direction / filament_ssct_light_direction | Float 3D | 0, -1, 0 | |
SSCT Depth Bias / filament_ssct_depth_bias | Float | 0.01 | Depth bias in world units (mitigate self-shadowing |
SSCT Depth Slope Bias / filament_ssct_depth_slope_bias | Float | 0.01 | Depth slope bias (mitigate self-shadowing |
SSCT Sample Count / filament_ssct_sample_count | Float | 4 | Tracing sample count |
SSCT Ray Count / filament_ssct_ray_count | Float | 1 | Tracing ray count |
Depth of field / group:Depth of field | Category | - | |
Enabled / filament_dof_enabled | Boolean | Off | Enable or disable depth of field effect |
COC Scale / filament_dof_coc_scale | Float | 1 | Circle of confusion scale factor (amount of blur) |
Filter / filament_dof_filter | Choice | Median | filter to use for filling gaps in the kernel |
Max aperture diameter / filament_dof_max_aperture_diameter | Float | 0.01 | Maximum aperture diameter in meters (zero to disable rotation) |
Max background COC / filament_dof_max_background_coc | Float | 0 | maximum circle-of-confusion in pixels for the background |
Max foreground COC / filament_dof_max_foreground_coc | Float | 0 | maximum circle-of-confusion in pixels for the foreground |
Native resolution / filament_dof_native_resolution | Boolean | Off | perform DoF processing at native resolution |
Background Ring Count / filament_dof_background_ring_count | Float | 0 | number of kernel rings for background tiles |
Foreground Ring Count / filament_dof_foreground_ring_count | Float | 0 | number of kernel rings for foreground tiles |
Fast-Gather Ring Count / filament_dof_fast_gather_ring_count | Float | 0 | number of kernel rings for fast tiles |
Fog / group:Fog | Category | - | |
Enabled / filament_fog_enabled | Boolean | Off | enable or disable fog |
Color / filament_fog_color | Color | 0, 0, 0, 1 | fog's color |
Density / filament_fog_density | Float | 0.1 | fog's density at altitude given by 'height' |
Distance / filament_fog_distance | Float | 0 | distance in world units from the camera where the fog starts ( >= 0.0 ) |
Height / filament_fog_height | Float | 0 | fog's floor in world units |
Height falloff / filament_fog_height_falloff | Float | 1 | how fast fog dissipates with altitude |
Maximum opacity / filament_fog_maximum_opacity | Float | 1 | fog's maximum opacity between 0 and 1 |
Fog Color from IBL / filament_fog_color_from_ibl | Boolean | Off | Fog color will be modulated by the IBL color in the view direction. |
In-scattering size / filament_fog_in_scattering_size | Float | -1 | size of in-scattering (>0 to activate). Good values are >> 1 (e.g. ~10 - 100). |
In-scattering Start / filament_fog_in_scattering_start | Float | 0 | distance in world units from the camera where in-scattering starts |
FXAA / filament_fxaa | Boolean | Off | |
Multisample anti-aliasing / group:Multisample anti-aliasing | Category | - | |
Enabled / filament_msaa_enabled | Boolean | On | |
Sample count / filament_msaa_sample_count | Float | 16 | |
Custom resolve / filament_msaa_custom_resolve | Boolean | Off | |
Shadow Type / filament_shadow_type | Choice | Percentage-Closer Filtered (PCF) | |
Soft shadows / group:Soft shadows | Category | - | |
Penumbra ratio scale / filament_soft_shadows_penumbra_ratio_scale | Float | 1 | Globally scales the computed penumbra ratio of all DPCF and PCSS shadows. |
Penumbra scale / filament_soft_shadows_penumbra_scale | Float | 1 | Globally scales the penumbra of all DPCF and PCSS shadows |
Screen-Space Reflections / group:Screen-Space Reflections | Category | - | |
Enabled / filament_ssr_enabled | Boolean | Off | Enable Screen-Space Reflections |
Thickness / filament_ssr_thickness | Float | 0.1 | Ray thickness (world units) |
Bias / filament_ssr_bias | Float | 0.01 | Bias, in world units, to prevent self-intersections |
Max distance / filament_ssr_max_distance | Float | 3 | Maximum distance, in world units, to raycast |
Stride / filament_ssr_stride | Float | 2 | stride, in texels, for samples along the ray |
Variance shadow maps / group:Variance shadow maps | Category | - | |
Anisotropy / filament_vsm_anisotropy | Float | 0 | Number of anisotropic samples to use when sampling a VSM shadow map |
Light bleed reduction / filament_vsm_light_bleed_reduction | Float | 0.15 | VSM light bleeding reduction amount, between 0 and 1 |
Minimum variance scale / filament_vsm_min_variance_scale | Float | 0.5 | VSM minimum variance scale, must be positive |
Mipmapping / filament_vsm_mipmapping | Boolean | Off | Whether to generate mipmaps for all VSM shadow maps |
Radeon ProRender Settings / rprSettings | Category | - | |
Render Quality / rpr_core_renderQuality | Choice | Northstar | |
Render Mode / rpr_core_renderMode | Choice | Global Illumination | |
Radius / rpr_ambientOcclusion_radius | Float | 1 | |
Contour / group:Contour | Category | - | |
Antialiasing / rpr_contour_antialiasing | Float | 1 | |
Use Normal / rpr_contour_useNormal | Boolean | On | Whether to use geometry normals for edge detection or not |
Line-Width Normal / rpr_contour_lineWidthNormal | Float | 1 | Linewidth of edges detected via normals |
Normal Threshold / rpr_contour_normalThreshold | Float | 45 | |
Use Primitive ID / rpr_contour_usePrimID | Boolean | On | Whether to use primitive Id for edge detection or not |
Line-Width Primitive ID / rpr_contour_lineWidthPrimID | Float | 1 | Linewidth of edges detected via Primitive Id |
Use Material ID / rpr_contour_useMaterialID | Boolean | On | Whether to use material Id for edge detection or not |
Line-Width Material ID / rpr_contour_lineWidthMateriaID | Float | 1 | Linewidth of edges detected via Material Id |
Enable Color Alpha / rpr_alpha_enable | Boolean | On | |
Enable Beauty Motion-Blur / rpr_beautyMotionBlur_enable | Boolean | On | If disabled, only velocity AOV will store information about movement on the scene. Required for motion blur that is generated in post-processing. |
Use Uniform Seed / rpr_uniformSeed | Boolean | On | |
Denoise / group:Denoise | Category | - | |
Enable A.I Denoise / rpr_denoising_enable | Boolean | Off | |
Minimum Iteration / rpr_denoising_minIter | Float | 4 | |
Iteration Step / rpr_denoising_iterStep | Float | 32 | |
Sampling / group:Sampling | Category | - | |
Max Samples / rpr_maxSample | Float | 256 | Maximum number of samples to render for each pixel |
Min Samples / rpr_adaptiveSampling_minSample | Float | 64 | Minimum number of samples to render for each pixel. After this, adaptive sampling will stop sampling pixels where noise is less than 'Variance Threshold' |
Noise Threshold / rpr_adaptiveSampling_noiseTreshold | Float | 0 | Cutoff for adaptive sampling. Once pixels are below this amount of noise, no more samples are added. Set to 0 for no cutoff |
Quality / group:Quality | Category | - | |
Max Ray Depth / rpr_quality_rayDepth | Float | 3 | The number of times that a ray bounces off various surfaces before being terminated |
Diffuse Ray Depth / rpr_quality_rayDepthDiffuse | Float | 3 | The maximum number of times that a light ray can be bounced off diffuse surfaces |
Glossy Ray Depth / rpr_quality_rayDepthGlossy | Float | 3 | The maximum number of ray bounces from specular surfaces |
Refraction Ray Depth / rpr_quality_rayDepthRefraction | Float | 3 | The maximum number of times that a light ray can be refracted, and is designated for clear transparent materials, such as glass |
Glossy Refraction Ray Depth / rpr_quality_rayDepthGlossyRefraction | Float | 3 | The Glossy Refraction Ray Depth parameter is similar to the Refraction Ray Depth. The difference is that it is aimed to work with matte refractive materials, such as semi-frosted glass |
Shadow Ray Depth / rpr_quality_rayDepthShadow | Float | 3 | Controls the accuracy of shadows cast by transparent objects. It defines the maximum number of surfaces that a light ray can encounter on its way causing these surfaces to cast shadows |
Ray Cast Epsilon / rpr_quality_raycastEpislon | Float | 0.002 | Determines an offset used to move light rays away from the geometry for ray-surface intersection calculations |
Max Radiance / rpr_quality_radianceClamping | Float | 0 | Limits the intensity, or the maximum brightness, of samples in the scene. Greater clamp radiance values produce more brightness. Set to 0.0 ot disable clamping |
Interactive Quality / group:Interactive Quality | Category | - | |
Max Ray Depth / rpr_quality_interactive_rayDepth | Float | 2 | Controls value of 'Max Ray Depth' in interactive mode |
Resolution Downscale / rpr_quality_interactive_resolutionDownscale | Float | 3 | Controls how much rendering resolution is downscaled in interactive mode. Formula: resolution / (2 ^ downscale). E.g. downscale==2 will give you 4 times smaller rendering resolution |
Enable Downscale / rpr_quality_interactive_enableDownscale | Boolean | On | Controls whether in interactive mode resolution should be downscaled or no |
Hydra Settings / Hydra Settings | Category | - | |
Shading Mode / shading | Choice | Smooth Shading | |
Level of Refinement / complexity | Float | 1 |