instantreality 1.0

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

CyclesSessionOptions

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

Inheritance

Code

XML encoding
<CyclesSessionOptions progressive='TRUE'
background='FALSE'
progressiveRefine='FALSE'
displayBufferLinear='FALSE'
experimental='FALSE'
threads='0'
samples='65536'
tileSize='64 64'
startResolution='64'
logFeature=''
 />
Classic encoding
CyclesSessionOptions {
	progressive TRUE
	background FALSE
	progressiveRefine FALSE
	displayBufferLinear FALSE
	experimental FALSE
	threads 0
	samples 65536
	tileSize 64 64
	startResolution 64
	logFeature [""]
}

Interface

Filter: X3D only | Avalon only | All
id Name DataType PartType Default ValueType Description
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
SFBool background SFBool inputOutput FALSE Render in background without displaying continuous updates.
SFBool displayBufferLinear SFBool inputOutput FALSE Use linear display buffer internally. In fact this toggles between one-byte-per-channel and one-half-per-channel internally. (The result is still displayed in the Viewarea's target, probably a RGBA8 back buffer.)
SFBool experimental SFBool inputOutput FALSE Use experimental feature set.
SFBool progressive SFBool inputOutput TRUE Render progressively or in offline mode. Progressive rendering is geared towards fast feedback with few samples, offline rendering is geared towards achieving optimal results with a given sampling budget.
SFBool progressiveRefine SFBool inputOutput FALSE Do not render tile after tile but the whole image at once, even in non-progressive (offline) mode. Slightly slower but can be interrupted any time (e.g. when noise is low enough).
SFInt32 samples SFInt32 inputOutput 65536 Number of samples per pixel to use for rendering.
SFInt32 startResolution SFInt32 inputOutput 64 Resolution of the first 'pixelated' frame. Lower values allow smoother navigation and faster feedback.
SFInt32 threads SFInt32 inputOutput 0 Number of threads to use. 0 uses number of hardware threads available on current machine.
SFNode metadata SFNode inputOutput MetadataObject container for payload metadata inside MetadataSet element
SFVec2f tileSize SFVec2f inputOutput 64 64 Tile size to use. For CPUs, choose a tile size that results in at least as many tiles as there are threads, because CPUs work on one tile per thread. For GPUs, choose larger tile sizes (>128), as they work on one tile per GPU.