CyclesIntegratorOptions
Controls a Cycles rendering session (which is behind a CyclesViewarea).
Inheritance
Code
XML encoding
<CyclesIntegratorOptions transparentProbabilistic='true' transparentMaxBounce='8' transparentMinBounce='2' probabilisticTermination='true' maxBounce='4' minBounce='2' samplingPattern='AUTO' method='AUTO' transparentShadows='true' noCaustics='false' sampleClampDirect='0' sampleClampIndirect='0' backgroundImportanceMapSize='512' logFeature='' />
Classic encoding
CyclesIntegratorOptions { transparentProbabilistic true transparentMaxBounce 8 transparentMinBounce 2 probabilisticTermination true maxBounce 4 minBounce 2 samplingPattern "AUTO" method "AUTO" transparentShadows true noCaustics false sampleClampDirect 0 sampleClampIndirect 0 backgroundImportanceMapSize 512 logFeature [""] }
Interface
Filter: X3D only | Avalon only | All
id | Name | DataType | PartType | Default | ValueType | Description |
---|---|---|---|---|---|---|
backgroundImportanceMapSize | SFInt32 | inputOutput | 512 | Size of the map used to importance sample the currently bound Background (if it is explicitly sampled as a light source). Larger Values can help with high-frequency textures, at the expense of higher memory consumption. | ||
logFeature | MFString | inputOutput | state, child, parent, route, eventIn, eventOut | controls the logging of changes, state: log state changes (e.g. live), child: log child add/remove, parent: log parent add/remove, route: log route add/remove; eventIn: log receiving of events, eventOut: log sending of events: guiView, runtime system should create node-view, guiEdit: runtime system should create node-editeverything: log everything | ||
maxBounce | SFInt32 | inputOutput | 4 | Maximum number of light bounces. | ||
metadata | SFNode | inputOutput | MetadataObject | container for payload metadata inside MetadataSet element | ||
method | SFString | inputOutput | AUTO | AUTO, PATH, BRANCHED_PATH | PATH: default path tracer. BRANCHED_PATH: path tracer with trajectory splitting. AUTO: let system decide (currently equivalent to PATH) | |
minBounce | SFInt32 | inputOutput | 2 | Minimum number of light bounces. | ||
noCaustics | SFBool | inputOutput | false | Ignore caustics paths. | ||
probabilisticTermination | SFBool | inputOutput | true | Terminate paths probabilistically (Russian Roulette). | ||
sampleClampDirect | SFFloat | inputOutput | 0 | Clamp direct samples to this max value (may help with 'fireflies' in difficult scenes). 0 means no clamping. | ||
sampleClampIndirect | SFFloat | inputOutput | 0 | Clamp indirect samples to this max value (may help with 'fireflies' in difficult scenes). 0 means no clamping. | ||
samplingPattern | SFString | inputOutput | AUTO | AUTO, SOBOL, CORRELATED_MULTI_JITTERED | SOBOL: Sobol with Cranley-Patterson rotations. CORRELATED_MULTI_JITTERED: Pixar's CMJ sampler. AUTO: let system decide (currently equivalent to SOBOL) | |
transparentMaxBounce | SFInt32 | inputOutput | 8 | Maximum number of transparent light bounces. | ||
transparentMinBounce | SFInt32 | inputOutput | 2 | Minimum number of transparent light bounces. | ||
transparentProbabilistic | SFBool | inputOutput | true | Render transparency with stochastic decisions (e.g. 1 of 3 rays passes for 1/3 transparency). | ||
transparentShadows | SFBool | inputOutput | true | Transparent objects cast 'transparent' shadows. |