ShadingΒΆ

You will find here some attributes to optimize the shading.

Look Files

Assigns look files down the hierarchy

LookFiles

Scale

Controls the scale of all dependent effects, such as displacement, SSS ...

ShadingScale

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

LPE Tag

Tag used by light path expression filtering

LPETag

Texture Max Size

Controls the maximum size of loaded texture mipmaps

TextureMaxSize

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

MultiScattering Min Bounces

When using multiscattering approximation, forces a minimum number of bounces before multiscattering kicks in. Increasing this value can improve rendering quality, at the expense of rendering time.

MultiscatteringMinBounces

Clip Geometric Normal

When checked, the incoming illumination is clipped using the surface geometric normal. This prevents light leaking where the shading normal is strongly deviated from the true geometric normal. When unchecked, the incoming illumination is clipped only using the shading normal.

ClipGeometricNormal

Subshaders Externals

Experimental. Allow material overrides constant to override subshaders parameters.

SubshadersExternals

Split Shading Components

Experimental. Split some shaders outputs (such as Hair) into single components.

SplitShadingComponents