SettingsΒΆ

The render settings include a lot of parameters to globally control your render.

Samples

Number of rays to be shot by the raytracer for every pixel.

BrdfSamples

Camera Samples

The number of rays shot from the camera, to determine the primary visibility This value equals Pixel Width * Pixel Height, or Samples if zero

CameraSamplesStat

Direct Samples

The number of rays shot towards lights at each bounce, to determine the direct lighting This value equals Samples * Direct Sampling

DirectSamplesStat

Indirect Samples

The number of rays shot for bounces, to determine the indirect lighting This value equals Samples * Indirect Sampling

IndirectSamplesStat

Size

Use Project Settings

Connects the image settings to the project settings, see Preferences > Project Settings.

Width

Width of the image, in pixels.

Height

Height of the image, in pixels.

Aspect Ratio

Aspect ratio of the image.

The aspect ratio set to 1.0, 0.5 and 2.

AspectRatio

File

Write Images

Writes the images of the pass during a local render (CTRL+R or "Local" render). During a batch or a farm render, the images are always written.

WriteImages

File Pattern

Pattern used to create the name of the output file. The pattern can contain $# items which are replaced by the following:

  • $l is the RenderPass path (including prefix and hierarchy)
  • $L is the RenderPass name (excluding prefix and hierarchy)
  • $n is the RenderLayer name
  • $o is the Output name
  • $e is the eye number (1 for the leftmost)
  • $E is the eye name (as 'left' and 'right')
  • $c is the camera name including prefix
  • $C is the camera name excluding prefix
  • $x is the default display extension (exr, tiff, etc.)
  • $f is the frame number ($03f is frame number 0-padded to 3 digits)
File naming

File

Preview of the final filename in wip mode, for the first output, frame 666 and the eye #1.

FileName

Layer Pattern

Pattern used to create the name of the layer inside the file, when supported. When rendering in exr files or supported formats with layering, this value is used to control the name of the produced layers. You can use specifiers like $f, $e, $x, etc, like in $l_$n_$o. The default value is $n_$o. File naming

FileLayerName

File Format

The file format of the output image.

  • Tiff : write a tiff file. This format support 8 bits and float pixels. It applies a gzip like lossless compression.
  • Targa : write a Truevision TGA file. This format support the 8 bits pixels. It is not compressed.
  • Png : write a Portable Network Graphcis PNG image. This format support the 8 bits pixels. It applies a gzip like lossless compression.
  • OpenEXR : write an OpenEXR file. This format supports the half float and float pixels, layers and deep images. It includes various compression schemes.
  • OpenEXR/Id : write an OpenEXR/Id file. This format supports the half float pixels. A dedicated reader is needed to read the image in the compositing software. Using this format, one can isolate any object in the image.

DisplayDriver

Write Deep Image

Write a deep image. A deep image contains multiple pixel colors in depth. Only for the OpenEXR format. Those images can be very large if not carefully compressed. Wikipedia Deep image compositing

DeepImage

Deep Image Compression Ratio

Controls the lossy compression of the deep pixels. 0 means no compression, 1 means maximum compression. In all cases, the result of the flatten image is lossless. Only for the OpenEXR format in Deep Image mode.

DeepCompression

Deep Image Merge Flag

Allow to merge the fragments from different objects in the same deep fragment.

DeepMerge

Multi Part

If checked, writes the AOVs as OpenEXR 2.0 multi-part files. If not checked, writes the AOVs as channels (compatible with OpenEXR 1.0). Only for the OpenEXR format.

MultiPart

Meta Data

The meta data to insert in the EXR file header. You can add a metadata per line. Here is an exemple of two meta data :
key1=value1
key2=value2

MetaData

Pixel Format

Pixel format of the image.

  • RGBA : the red, green, blue and alpha channels are written in the file.
  • RGB : the red, green, blue channels are written in the file.
  • A : the alpha channel is written in the file.

PixelFormat

Depth

Bit depth of the image.

  • 8 bits : the color components are quantized on 256 values. This produces the smallest files, with the smallest color precision. The color values are clamped between [0.0, 1.0]. 8 bits colors should be written using a sRGB gamma.
  • Half float : the components are stored in a half float (16 bits) which is a good choice for the color channels. No clamping. Only for the OpenEXR format. This mode is not precise enough for texture coordinates (st), positions (P) and depth (Z) AOVs, choose Float for those.
  • Float : the components are stored in a float (32 bits) which is the highest quality you can get. No clamping. Only for the OpenEXR and Tiff formats.

Depth

Compression method

The OpenEXR compression algorithm.

  • None : no compression.
  • RLE : run length encoding.
  • Zips Lines : zlib compression, one scan line at a time.
  • Zips Blocks : zlib compression, in blocks of 16 scan lines. The default compression method.
  • Piz : piz-based wavelet compression.
  • PXR24 : lossy 24-bit float compression.
  • B44 : lossy 4-by-4 pixel block compression, fixed compression rate.
  • B44A : lossy 4-by-4 pixel block compression, flat fields are compressed more.

Compression

File Alpha Mode

Indicate if the colors are written multiplied by the opacity in the file. In all cases, the alpha channel is written with the opacity left untouched.

  • Unpremult/Unassociated Alpha : Write color independently of the opacity.
  • Premult/Associated Alpha : Write color with the opacity multiplied.

ColorMode

Gamma

Indicate the LUT to apply to the output image. The default value uses the project's gamma. For 8 bits images, you may want to use a sRGB gamma. For a float or a half float image, you may want to save it in the linear color space, i-e a gamma or 1.0.

Backup Project File Name

The name of the backup gproject file to be saved along rendered images. When rendering images in batch or farm, Guerilla can save a file along with each active Layer. This option is useful if you want to keep a track of the setup that is the source of the rendered image. This value accepts $l and $n specifiers. When left empty, no file is saved. File naming

BackupProjectFileName

Image Sampling

Pixel Width / Pixel Height

(Pixel Width)*(Pixel Height) is the number of samples per pixel used to sample the primary visibility. If Pixel Width or Pixel Height is 0, Pixel Width and Pixel Height are chosen in order to match Pixel Width * Pixel Height = Samples. More camera samples reduces pixel aliasing and noise in the motion blur and the depth of field.

The pixel width and pixel height set to 1 (1 camera sample), 2 (4 camera samples) and 8 (64 camera samples).

Jitter

Enables jittering of the samples position in the pixel. Jittering replaces pixel aliasing by noise which is less noticeable.

One camera sample rendered with jitter set to ON and OFF.

Time Jitter

If checked, change the jitter pattern at every frame.

Motion Blur

Globally enable or disable the motion blur.

Motion Blur Density

Change the shape of the motion blur.

The motion blur density set to Uniform, Triangle, Leading, Trailing and Gaussian.

Depth of Field

Enables compute of the depth of field.

Bokeh Bitmap

Specifies the bokeh luminance bitmap used to control the bokeh distribution.

Pixel Filter

Filter

The filter to use to reconstruct the final image.

A test image using the selected filter. Watch the black and white checker for the antialiazing quality, the multi color hairs for the sharpness and the bright sphere for the ringing.

Box Triangle Gaussian Mitchell Custom Mitchell Sinc BSpline Catmull-Rom

X Width

Width of the filter, in pixels. 1 is the ideal size regardless the filter type. A value larger than 1 will blur the image, a value smaller than 1 will produce a sharper image.

Y Width

Height of the filter, in pixels. 1 is the ideal size regardless the filter type. A value larger than 1 will blur the image, a value smaller than 1 will produce a sharper image.

Clamp Pre Filter

Clamp the sample values. Try [0,10] or [0,5] to remove fireflies. If both values are equal, no clamping is done.

Clamp Post Filter

Clamp the pixel values. If you want to output positions, normals or any other non ranged values, you should reduce the min value to a negative value (like -10000). Set range minimum to 0 to avoid negative values in colors, due to ringing filters, for instance.

Mitchell Parameters

Mitchell filter B and C parameters.

Shading

Direct Sampling

Global multiplying factor for the direct lighting sampling.

Direct Sampling set to 1 and 4.

BrdfDirectSampling

Indirect Sampling

Global multiplying factor for the indirect lighting sampling.

Indirect Sampling set to 1 and 16.

BrdfIndirectSampling

Max Bounces

Global maximum raytracing depth. This value clamps the value contained in raytracing nodes.

Max Bounces set to 0, 1 and 2.

TraceDepth

Diffuse Bounces

Maximum number of diffuse bounces. This value can be individually overriden in the shader properties.

Diffuse Bounces set to 0, 1 and 2.

DiffuseDepth

Specular Bounces

Maximum number of specular bounces. This value can be individually overriden in the shader properties.

Specular Bounces set to 0, 1 and 2.

SpecularDepth

Refraction Bounces

Maximum number of refraction bounces. This value can be individually overriden in the shader properties.

Refraction Bounces set to 0, 1 and 2.

RefractionDepth

Volume Bounces

Maximum number of bounces in volumes. This value can be individually overriden in the shader properties.

Volume Bounces set to 0, 1 and 2.

VolumeDepth

Shading Blurriness

Control the shading blurriness, in pixel area.

Smaller values mean finer texture lookups but greater memory usage.

ShadingBlurriness

Ray Filter

Changes the allowed ray path. This value can be individually overriden in the shader properties.

Ray filter set to No Caustics, Glossy Caustics and Caustics.

RayFilter

Light Importance

Weighting of the direct lighting according to the intensity and distance. This option tells the renderer to give more importance to brighter and closer lights. 0: all lights are considered equivalent, this improves the quality in shadowed areas. 1: the lights are weighted according to the brightness and distance to the shading point, this improves the quality in illuminated areas.

LightImportance

Stereoscopy

Stereo Viewpoints

One Pass Stereo

Enables stereoscopic viewpoints to be rendered in one single pass. If checked, allows to render all viewpoints in one single pass. If unchecked, forces to render all viewpoints separately.

Force Eye

Force the rendering of a single eye.

Performances

Denoiser

The denoiser to use. If "None", no denoising. "Default" is an internal experimental denoiser.

Altus Command Line.

The command line used to run the altus denoiser.

Altus Only Files.

Save the file images for Altus but don't run the altus denoising.

Performances

Bucket Size X

Width of a rendering bucket, in pixels. Decreasing this value can save some memory during the rendering, but will increase the render time.

Bucket Size Y

Height of a rendering bucket, in pixels. Decreasing this value can save some memory during the rendering, but will increase the render time.

Bucket Order

Changes bucket rendering order.

Opacity Threshold

Amount of accumulated opacity to be considered fully opaque. Decreasing this value reduces memory consumption and rendering time for scenes with large number of semi-transparent objects, such as hair or volumes.

Max Opacity Depth

Maximum number of accumulated hits through a ray with opacity. This value controls the maximum number of semi-transparent layers the raytracer will accumulate. Above this count, the ray is considered culled. Increasing this value may resolve early depth culling at the cost of rendering time.

Ray Batch Size

Maximum number of rays to be shaded simultaneously.

Thread Texture Count

Number of texture tiles held by rendering thread. This value controls how many texture tiles are kept in active memory by each thread. Higher values mean faster rendering, but higher memory usage. Note that actual texture memory is not duplicated across threads, but rather forced to stay resident in memory instead of being flushed.

Light Selection

Enable the light selection accelerator.

Auto Build Textures

Enable automatic building of .tex files.

Debug

Shader Optimizer

Control the shader optimization levels for speed versus memory consumption.
"None" : Disable any optimization on the parameters, produces less optimal shaders, but consumes less memory "Default" : Optimize only default parameters, which consumes some memory "All" : Optimize all parameters, which consumes even more memory (compilation time is also increased)

Opacity Optimization

Control the constant opacity/opaque optimization.

Default Surface Color

Surface color to use when a primitive has no surface shader nor suface color.