instantreality 1.0

Component:
Cycles
Status:
interface only
Structure type:
concrete
Standard:
Avalon

CyclesSceneOptions

Controls a Cycles rendering session (which is behind a CyclesViewarea).

Inheritance

Code

XML encoding
<CyclesSceneOptions bvhType='AUTO'
useBVHSpatialSplit='FALSE'
useBVHCache='FALSE'
useQBVH='FALSE'
persistentData='FALSE'
backfaceCullingEmulation='NONE'
logFeature=''
 />
Classic encoding
CyclesSceneOptions {
	bvhType "AUTO"
	useBVHSpatialSplit FALSE
	useBVHCache FALSE
	useQBVH FALSE
	persistentData FALSE
	backfaceCullingEmulation "NONE"
	logFeature [""]
}

Interface

Filter: X3D only | Avalon only | All
id Name DataType PartType Default ValueType Description
SFString bvhType SFString inputOutput AUTO AUTO, DYNAMIC, STATIC STATIC: baked transforms (faster ray tracing). DYNAMIC: don't bake transforms (faster updates). AUTO: let system decide (currently equivalent to DYNAMIC)
SFBool useBVHSpatialSplit SFBool inputOutput FALSE Use spatial splits to create a mixed object/space partitioning. Can give better performance for some scenes.
SFBool useBVHCache SFBool inputOutput FALSE Use BVH cache. CyclesViewarea.cyclesUserDir must be writeable.
SFBool useQBVH SFBool inputOutput FALSE Build BVH with 4 instead of 2 childs per node. Can give better performance on some SIMD architectures.
SFBool persistentData SFBool inputOutput FALSE Try to keep some data persistent on device for faster updates.
SFString backfaceCullingEmulation SFString inputOutput NONE NONE, SAME_FOR_ALL_RAYS, FLIP_FOR_SHADOW_RAYS Controls how Cycles backend emulates backface culling. NONE: no backface culling. SAME_FOR_ALL_RAYS: use same backfacing flag for all rays. FLIP_FOR_SHADOW_RAYS: flips backfacing flag for shadow rays (so a surface facing the light, blocks light; with SAME_FOR_ALL_RAYS a surface backfacing the light blocks). Not that FLIP_FOR_SHADOW_RAYS will not affect implicit connection to lights, only explicit shadow rays. This may cause consistency issues with area lights and backgrounds. HINTS: Backfacing flag is determined by normal, not winding in Cycles backend. Backface culling emulation is turned of by default, since it has a performance impact (in contrast to rasterization, backface culling is emulated in the shader in Cycles). You may also want to set transparentShadow in CyclesIntegratorOptions to true, or backface culling won't work for shadow rays.
MFString 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