ShadingΒΆ
You will find here some attributes to optimize the shading.
Look Files
Assigns look files down the hierarchy
Scale
Controls the scale of all dependent effects, such as displacement, SSS ...
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 consumingDiffuse : approximation for the diffuse raysGlossy (default) : approximation for the diffuse and glossy raysSpecular : approximation for the diffuse, glossy and specular raysAlways : The texture lookups are always approximated
LPE Tag
Tag used by light path expression filtering
Texture Max Size
Controls the maximum size of loaded texture mipmaps
MultiScattering Approximation
Enable multiscattering approximation, such as dual scattering for Hair shaders.
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.
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.
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.
Subshaders Externals
Experimental. Allow material overrides constant to override subshaders parameters.
Split Shading Components
Experimental. Split some shaders outputs (such as Hair) into single components.