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 |
---|---|---|---|---|---|---|
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 | ||
persistentData | SFBool | inputOutput | FALSE | Try to keep some data persistent on device for faster updates. | ||
useBVHCache | SFBool | inputOutput | FALSE | Use BVH cache. CyclesViewarea.cyclesUserDir must be writeable. | ||
useBVHSpatialSplit | SFBool | inputOutput | FALSE | Use spatial splits to create a mixed object/space partitioning. Can give better performance for some scenes. | ||
useQBVH | SFBool | inputOutput | FALSE | Build BVH with 4 instead of 2 childs per node. Can give better performance on some SIMD architectures. | ||
metadata | SFNode | inputOutput | MetadataObject | container for payload metadata inside MetadataSet element | ||
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. | |
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) |