
This setting should be adjusted in order to achieve realistic results depending on the scale of the objects in the scene. However, if the filter is set too high, the image can become blurry.Ĭontrols the distance of the ambient occlusion shadowing spread. This can improve aliasing artifacts in the render. Adjust Ray Epsilon to reduce artifacts in large scale scenes. Ray Epsilon is similar to raytracing bias in other rendering engines. Lower values are more accurate, but can cause artifacts on large or distant objects. Larger values push rays away from the geometry surface. The distance between the geometry and the light ray when calculating ray intersections for lighting and shadowing. Gives the maximum number of diffuse reflections if GI Mode is set to Diffuse. You can see different glossy depth results from the picture below. Low numbers (under 4) can introduce artifacts, or turn some reflections into pure black. When it is greater than zero, it hits the surface and continues to be the same as the angle of incidence, so the reflection occurs. A zero number means that the ray does not hit the surface and can not continue on its path (reflect or refract). You can see different specular depth results from the picture below.Ĭontrols how many times a ray is reflected after hit the surface. Low numbers can introduce artifacts or turn some refractions into pure black. Higher numbers mean higher render times but more color bleeding and more details in transparent materials. if it is greater than zero, it continues on its way through the surface and refracts until it loses its energy. A zero number means that the ray does not hit the surface and can not continue on the path (reflect or refract). Since it is a fast mode, you can quickly get a final render for both static images and animations.Ĭontrols how many times a ray is refracted after hit the surface without losing its energy. At least you get better results than Ambient Occlusion mode. However the caustics does not appear in this mode, but the realism level of your render is often sufficient. This increases the level of realism of your render. In this mode, the indirect light sources also taken into account and affects the diffuse mode. Provides GI quality that is in between Ambient Occlusion and Pathtracing. This mode can often provide realistic images but offers no color bleeding.

Shadowed areas receive no contribution and will be black. Only direct lighting from the sun or area lights is included. As we've just mentioned, there is no magic number for it.įrom here you can choose GI Mode for Directlighting. But we can not say the same thing for Pathtracing kernel mode, for instance. If you have more than one direct and indirect light source in your scene and you are also using mesh light, you can increase a few hundred samples.

For example, since Directlighting is a fast kernel, 500-1000 samples for static images and animations will suffice. There is no rule as to how many samples per pixel are required for a good render, it is subjective and may vary depending on the content and complexity of the scene being rendered. The higher the number of samples per pixel, the cleaner the render.

Sets the maximum number of samples per pixel before the rendering process stops. Some of these settings are shared with the other kernel types. The following picture shows the Directlighting settings. It's not unbiased and will not yield photorealistic results, however because of its speed it can be the ideal choice for rendering animations or stills depending on your purpose. The Direct Lighting Kernel is generally used for faster preview rendering.
