SceneGraphNodeΒΆ

A SceneGraphNode is a transform, that can also add geometric information to the child hierarchy.

SceneGraph

Hidden

Turn off the visibility of the object for every kind of rays (camera, secondary bounces and shadows).

Hidden

Primary Visibility

Turn on the visibility of the object for the camera. It has no effect on secondary bounces nor shadow rays.

PrimaryVisibility

Motion Blur

Turn on or off the motion blur for this object.

MotionBlur

Resample Transform

Forces resampling of time matrices to help improve the quality of motion blur for fast rotating objects.

ResampleTransform

Cached

If checked, cache the primitive geometry in memory. Don't recompute it at each render. If the primitive cache file has changed, the primitive won't be updated until the Guerilla cache is cleared or Guerilla is relaunched. If unchecked, the primitive geometry is not cached in memory. The primitive geometry is regenerated at every render.

Cached

Geometry

Double Sided

Render both sides of the object.

The transparent sphere single sided and double sided

DoubleSided

Opposite

Flip the object surface sideness.

Opposite

Tangent Mode

Choose a mode to compute the tangent space at render time. This tangent space is used to render the anisotropic reflections or the normal maps. Computing the tangent space consumes additionnal memory.

  • Disabled : The tangent space is not computed. A default but low quality tangent space is still available at rendertime.
  • st1, st2.. : Use the texture coordinate channel as direction for the tangent space.
  • Sphere : Project the tangent space on a sphere centered on the object.
  • Cylinder : Project the tangent space on a vertical cylinder surronding the object.
The tangent mode set to Disabled, st1 and Sphere

EnableTangent

Enable Ptex

Activates the Ptex coordinates. You need to turn this ON to use Ptex textures. The Ptex coordinates consumes additionnal memory.

EnablePtex

Invert t

If true, invert the t texture parameter (known as v in some softwares).

InvertT

Compression

Enable geometry compression This value globally enables/disables geometry compression. Note that enabling compression will usually reduce the geometry size by a factor up to 1.75, but will increase rendering time, and may introduce artefacts.

RaytraceCompression

Bake Double Sided

When baking in point clouds, bake both sides of the object surface.

BakeDoubleSided

Subdivision

Any mesh in Guerilla can be subdivided. The mesh can be smooth or not using the CatmullClark subdivision algorithm.

The displacement is done on the subdivided geometry. Subdividing a mesh without smooth is useful to displace a non-smoothed mesh.

Subdivision Level

Subdivision level used in the ray tracer for this object.

The subdivision level set to 0, 1 and 2

RaytraceSubdivLevel

Smooth

Subdivide the shape using the Catmull-Clark subdivision model. If false, subdivide the mesh but don't move the vertices (for non-smoothed displaced objects).

Subdiv

Boundary Rules

Control the subdivision of the shape boundaries.

  • Crease All : The boundaries are smoothed. The corners are kept.
  • Crease All Maya : A maya Crease All compatibility mode. Same as Crease All, but the corners texture coordinates are smoothed (use Crease All if this mode does not produce the expected result.)
  • Crease Edges : The boundaries and the corners are smoothed.
  • Keep Borders : The boundaries are not smoothed.
The boundary rules set to Crease All, Crease All Maya, Crease Edges and Keep Borders

SubdivBoundaryRules

Hard Edge Rules

Control the subdivision of the hard edges. The hard edges are available only in the Guerilla cache files, not in Alembic or other formats.

  • Smooth : The hard edges are ignored.
  • Crease : The hard edges are smoothed like boundaries.
  • Hard : The hard edges are not smoothed.

SubdivHardEdgeRules

Smooth ST

Subdivide the texture coordinates using the Catmull-Clark subdivision model (if Smooth is enabled).

Smooth ST set to ON and OFF

SubdivSmoothST

Keep Map Borders

Don't smooth the texture coordinate borders which are inside the mesh.

Keep Map Borders set to ON and OFF

SubdivKeepMapBorders

Compute Normals

If true, compute the normals after the smooth. If false, smooth the original normals. If you are smoothing a model including specific normals (like SpeedTree branches), turn this off.

Compute Normals set to ON and OFF

ComputeNormals

Raytracing

Trace Bias

Bias of the tracing rays shot from this object.

The plane trace bias set to 0.0 and 2.0

TraceBias

Max Bounces

Maximum ray depth to which this object is traced. Beyond that depth, the object is invisible to rays. When rendering scenes with large number of objects, you can reduce this value for certain objects (typically crowds) to reduce the memory load.

The Sphere max bounces set to 16 and 0

MaxDepth

Terminator

Correct the shadow terminator artefacts. 0 for no correction, 1 for full correction.

The terminator set to 0.0 and 1.0

RaytraceTerminator

Surface

Opacity Mode

Indicate if the object must be shaded for opacity or not.

  • Exact (true): The opacity is fully computed. It is the slowest method.
  • Opaque Shadow (false): The opacity is opaque in shadows. This is the default value.
  • Constant (2): The opacity is constant on the object.
  • Vertex (3): The opacity is computed at every vertices and interpolated.
  • V (4): Only for the curves primitives. The opacity is computed along the v parameter. The number of steps used to subdivide the v parameter is given by the Opacity Bake Resolution attribute.
  • ST (5): Only for the surface primitives. The opacity is computed along the st parameters. The number of steps used to subdivide the s and t parameters is given by the Opacity Bake Resolution attribute.

ShadeOpacity

Opacity Bake Resolution

Resolution in use to bake the opacity in Opacity Mode V or ST.

OpacityBakeRes

Exit Color

The color used to replace indirect illumination when hitting the bounce limit.

ExitColor

Surface

The shader used to render the object surface.

SurfaceShader

Displacement

Displacement Mode

Enable the geometry displacement for this object.

  • Bump : the displacement shader is used as bump, pixel wise, during the shading. No displacement is applied to the geometry.
  • Displacement : the displacement shader is applied on the subdivided geometry.
  • Displacement+Bump : the displacement shader is applied on the subdivided geometry and is also used as bump, pixel wise, during the shading.

The Sphere displacement set to Bump, Displacement and Displacement+Bump

RaytraceDisplacement

Displacement Amount

Control how much the object is displaced.

The Sphere displace amount set to 0.05 and 0.2

DisplaceAmount

Displacement System

Choose in which space the displacement is expressed.

  • Object : The displacement is expressed in object space. The object aspect is independent from its scale. The object instances stay instanciated.
  • World : The displacement is expressed in world space. Warning, the object instances will be duplicated and will take more memory.
Two Spheres with different scales, with the displace system set to Object and World

DisplacementSystem

Displacement

The shader used to displace the object surface.

DisplacementShader

Volume

Uniform Volume

If enabled, the volume is supposed to have a uniform density. If disabled, the volume is a varying-density volume. In that case, ray marching (multiple density evaluations along the ray) will be used to compute the density. Ray marching slows down the renders. You need to disable this attribute if you want to render volumes with varying-density. A varying-density is needed in those cases : voxels primtives (smoke, explosions), ground fog, noisy density.

VolumeUniform

Ray Marching Step Size

This is the step size used for computing the density. Ignored for uniform volumes. The size is expressed in world space. If the StepSize is 0, "Max Steps" is used for every ray marching query. The smaller the step size is, the better the quality is, the slower the render is. For voxels, a conservative size is the half of a single voxel.

VolumeStepSize

Ray Marching Max Steps

This is the maximum step count allowed for computing the density. Ignored for uniform volumes. Infinite varying-density volumes may compute a very large number of ray marching steps. This parameter is here to limit this figure. If Step Size is 0, the ray marcher will use this number of steps for every ray. In this case, for voxels, a conservative step count could be the double of the average voxel axis resolutions.

VolumeMaxSteps

Volume

The shader used to render the object volume.

VolumeShader

Motion Blur Amount

The voxel velocity multiplier. Multiply the amount of motion blur.

MotionBlurAmount

Shading

You will find here some attributes to optimize the shading.

Texture Approximation

Controls if the texture lookups should be approximated, either never, after diffuse bounces, after diffuse or glossy bounces, or always.

  • Never : no approximation. This one is slow and memory consuming
  • Diffuse : approximation for the diffuse rays
  • Glossy (default) : approximation for the diffuse and glossy rays
  • Specular : approximation for the diffuse, glossy and specular rays
  • Always : The texture lookups are always approximated
The sphere texture approximation set to Never, Specular and Always

TextureApproximation

Texture Max Size

Controls the maximum size of loaded texture mipmaps

TextureMaxSize

Skip Ray Depth

Skip some ray types when computing the ray depth. If set to Specular, the global illumination and the SSS seen through specular surfaces will look like in the camera.

  • None : skip no rays. The GI will be darker and the SSS will be approximated in the specular and the glossy surfaces. This one is faster.
  • Specular (default) : skip the specular rays. The GI will be darker and the SSS will be approximated in the glossy surfaces
  • Glossy : skip the specular and the glossy rays. The GI and the SSS seen through reflections will be like in the camera. This one is slower.
The scene skip ray depth set to None and Specular. On the left, there is one GI bounce missing and no SSS in the mirror because the specular takes one bounce. On the right, the specular bounce is not taken in account, so we have the GI and the SSS like in the camera.

SkipRayDepth

MultiScattering Approximation

Enable multiscattering approximation, such as dual scattering for Hair shaders.

Multiscattering

MultiScattering Max Hits

Limits the maximum number of detected occlusion/hits when using multiscattering approximation. Reducing this value can reduce the rendering time, but decreasing too much can result in altered lighting.

MultiscatteringMaxHits

Animation

Using these attributes, one can retime the bake files for any object in the scene.

Animation Mode

The cache retimer loop mode.

  • Normal : read the cache at frame+Offset
  • Clamp : read the cache at frame+Offset clamped between Start and End
  • Loop : read the cache at frame+Offset looped between Start and End
  • Ping Pong : read the cache at frame+Offset looped in pingpong between Start and End

AnimationMode

Animation Start

The starting frame in the cache file.

AnimationStart

Animation End

The ending frame in the cache file.

AnimationEnd

Animation Offset

The offset to apply to the Guerilla current frame to get the cache frame.

AnimationOffset

Curve

The following attributes control the curves shape.

Root Width

Width multiplier at the root of curves.

The fur root width set to 1.0 and 0.0

CurveRootWidth

Tip Width

Width multiplier at the tip of curves.

The fur tip width set to 1.0 and 0.0

CurveTipWidth

Width Shape

Interpolation shape of the curve width from the root to the tip.

The fur width shape set to 0.1, 1.0 and 10.0

CurveWidthShape

Curve Error

Error used to subdivide the curves in the ray tracer. Small values means nicer curves rendering slower, bigger values means coarser curves rendering faster.

The fur curve error set to 1.0 and 1000.0

RaytraceCurveError

Particles

Mode

Display mode used to render the particles.

  • None : no particle rendered.
  • Points : points are sphere objects with a constant projected size on the final image.
  • Sprites : renders the particles as a billboard facing the camera.
  • Streaks : streaks are speed lines with a constant projected size on the final image.
  • Blobby : renders the particles as an implicit surface using the spheres as function.
  • Spheres : renders the particles as spheres.

ParticleMode

Multi Radius

Maximum distance a multiplied particle can go around the original particle.

Points with various Multi Radius values : 1.0 and 2.5

ParticleMultiRadius

Multi Count

Multiplier of the number of particle.

Points with various Multi Count values : 1 and 100

ParticleMultiCount

Sprite Scale X Y

The sprite scale on the X/Y axis.

Sprites with various Sprite Scale X/Y values : 0.3 and 1.0

SpriteScaleX

Sprite Scale Y

The sprite scale on the Y axis.

SpriteScaleY

Sprite Twist

The sprite twist angle in degrees.

Sprites with various Sprite Twist values : 0.0 and 45.0

SpriteTwist

Streak Tail Size

The particle speed multiplier to get the streak length.

Streaks with various Streak Tail Size (0.1 and 0.5)

StreakTailSize

Streak Line Width

The streak width in raster space.

Streaks with various Streak Line Width (1 pixel and 3 pixels)

StreakLineWidth

Point Size

The diameter of the points in raster space.

Points with Point Size size (2 pixels and 10 pixels)

PointSize

Sphere Radius

The sphere radius multiplier.

SphereRadius

Blobby Threshold

The blobby surface threshold.

A Blobby with various Blobby Threshold values : 0.1, 0.5, 1.0 and 2.0

BlobbyThreshold

Blobby Resolution

The size in local space of the grid used to triangulate the blobby.

A Blobby with various Blobby Resolution values : 0.2 and 0.05

BlobbyResolution

Sampling

Range

The range of the samples that will sample this object. You can use this range to make an object disapear like if it was on a 2D layer. You can also blend two objects seamlessly (like level of detail meshes) using two complementary ranges.

The sphere sampling range goes from [0,1] to [0,0.25]. The bumped sphere sampling range goes from [0,1] to [1,1]. The displaced sphere sampling range goes from [0,0] to [0,1]. Both ranges are always complementary.

SamplingRange

Light

On

Enable/disable the light. Hiding the light or one of its parents disable the light.

On

Type

The shape of the light. This defines the shape of the positional light.

  • Point: the light is single point, and casts sharp shadows.
  • Square: the light is a square/rectangle.
  • Disc: the light is a circle/ellipse.
  • Sphere: the light is a sphere.

A positional light with different types : Point, Square, Disc and sphere.

LightType

Category

The light category this light belong to. The categories can be specified in every RenderPass AOVs to select the visible lights in those AOVs.

Category

Light Set

The sets of objects the light illuminates. The objects that belong to any of these sets are illuminated by the light. This attribute is a comma separated list of object sets.

The sphere object in the Lights set and not in the Lights set.

LightSet

Shadow Set

The set of objects that cast shadows in the light. The objects that belong to any of these sets cast shadows in the light. This attribute is a comma separated list of object sets.

The sphere object in the Shadows set and not in the Shadows set.

ShadowSet

Color

The light color.

A sphere light with a color of 5000 K, 6654 K and 8000 K.

You can select a temperature for your light color using the K button in the color picker.

The K button toggle the color picker between the RGB mode and the Kelvin mode.

Color

Dynamic Attributes > Diffuse

Multiply the light color by this color for the diffuse BRDF.

The Diffuse attribute set to white and to blue.

Dynamic Attributes > Specular

Multiply the light color by this color for the specular BRDF.

The Specular attribute set to white and to red.

Shadow Id

The color the shadows for this light in the ShadowMask pass.

ShadowId

Size

The light size. Only for the Square, Disc and Sphere lights.

A sphere light with a size of 0.5, 1.0 and 2.0.

Size

Intensity

Linear control of the light brightness. The total intensity of the light is computed using the formula: Color * Intensity * pow (2, Exponent).

A sphere light with an intensity of 0.5, 1.0 and 2.0.

Intensity

Exponent

Exponential control of the light brightness. The total intensity of the light is computed using the formula: Color * Intensity * pow (2, Exponent).

A sphere light with an exponent of 5, 6 and 7.

Exponent

Primary Use Surface

When enabled, area lights use the surface shader for rendering the primary visibility

A sphere light with Use Primiary set to ON and OFF.

PrimaryUseSurface

Absolute

Control if the global intensity of the light is normalized by the light size. If enabled, the size of the light can be changed freely without modifying its overall brightness.

Absolute

Cast Shadows

Enable/disable the light geometry to cast shadows. When using Square, Disc, Sphere and Mesh lights, it is possible to control if the light as a geometry will cast shadows in other lights/environments. This attributes doesn't enable/disable the shadows casted by the objects from this light. To remove those shadows, set the Light > Shadow Set attribute to an empty string.

CastShadows

Separate Sampling

When active, the light is sampled independently from other lights, resulting in more predictible results at the cost of longer rendering times.

SeparateSampling

UsePortals

This value controls if the light can be clipped by portals.

UsePortals

Decay

Control the attenuation with the distance of the light intensity. The attenuation is computed using the formula: 1 / pow (distance, decay).

A sphere light with a decay of 1, 2 and 3.

Natural lights have a decay of 2. Decreasing this value increases the range of the light, but is not physically accurate. In volumetrics, a light using a decay of 2 generates less noise than using another decay value. See also Library/Lights/SphereLight to use a light with adjustable falloff.

Decay

Ray Length

The length to which the light illuminates. Beyond that distance, objects won't cast shadows. Only for distant lights.

Angle

The angular size of the light, in degrees. Increasing this value will cast softer shadows and make the light brighter, unless Absolute is enabled. Only for distant lights.

Angle

Threshold

Clamp the light energy to this value. Increasing this value may reduce the render time. Increase this attribute if your project includes lot of lights.

Threshold

Light Map

The light illumination map.

LightMap

Gamma

The illumination map gamma correction.

Gamma

Hue

The illumination map hue correction.

Hue

Saturation

The illumination map saturation correction.

Saturation