Full (Progressive) Settings
The settings for the full (progressive) rendering engine.
- Relight
- Select this option if you plan to create multiple renderings to produce an animation or lighting study. Then options to change the emitter power and color will become available during post-processing.
General
- Cores (0 = max)
- For every physical core, there is one virtual core. So a quad core computer actually has eight cores total (four physical, four virtual). Since the number of cores is always a multiple of two, select an even number to avoid ambiguity.
- Displacement
- Deselect to reduce rendering time.
- Volumetric Scattering
- Render shafts of light and volumetric shadows cast from geometric objects.
- Time Limit (min)
- Enter 0 for no limit.
- Max Samples
- Control how many times each pixel will be calculated and refined. This is useful for producing an animation because you can make sure each frame is rendered to the same quality.
Channels
- Depth
- Depth Channel gives the depth (distance along camera Z-axis) of the first hit objects in the scene. The depth values will be mapped afterwards to a gray-scale image according to Min/Max Z.
- Normal
- Stores the normals of the first hit objects in the scene. Black is assigned to vector (-1,-1,-1), while white is assigned to vector (1,1,1). Due to the normalization of surface normals, these values are never reached; instead we get intermediate colors.
- Alpha
- Create an opaqueness grayscale image with respect to the background. A black color corresponds to no opaqueness (background is fully visible) while a gray color corresponds to partial opaqueness.
- Object ID
- Display each object in a distinct color.
- Mask
- Mask selected objects/groups and create masks for post-processing processes.
- Invert Mask
- Display indexed objects in black and other objects in white.
- Position
- Display the position of each point of the scene regarding the global frame; useful for post-processing purposes.
- UV
- Display the UV coordinates of objects in the scene.