ShadingΒΆ

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