RENDER QUALITY
Samples
Number of samples per output pixel is to be computed. The number itself defines one dimension of a square, ie. 2 means that one output pixel is filtered from 2x2 = 4 samples, 3 means 3x3 = 9 samples and so on. This is one of the most important parameter for scene anti-aliasing. This parameter has major influence on performance/interactivity and memory usage. Even though the number is of floating point type, always try to use integral values for rendering. values below 1 can be used to speed up viewport performance.
NOTE: Current maximum output resolution is 8192x8192, this means that output size (the greater from width or height) multiplied by render samples cannot exceed this limit. This limit is even lower when using Jitter Multisampling. FurryBall will automatically lower the size if exceeded.
Jitter Multisampling
Another very important attribute for anti-aliasing besides Samples. Jitter Multisampling is extremely effective for high frequency geometry (e.g. hair/fur) anti-aliasing with much lower performance hit than super-sampling.
Achieves higher resolution by rendering the image several times. Trades higher quality for longer rendering times. This setting has similar effect as Samples, however consumes much less memory.
Setting 4x for example means 4x4 super-sampling, with ~16x slower rendering time for rasterization and can cause higher number of rays for raytracing, however.
We recommend to set this attribute to very low values (1-2) during production phase and to any necessary values during final rendering, in combination with setting 1-2 of Samples.
However in combination with multipass Depth of Field is necessary to set higher values for smoother image.
More Info on using Sampling can be found in Tutorial section
Raytracing
Indirect Diffuse Rays
Number of diffuse samples per pixel
lower quality - more noise on diffuse materials, lower render times
higher quality - cleaner image, longer render times
Glossy / Reflection Rays
Number of glossy samples per pixel
lower quality - more noise on glossy materials, lower render times
higher quality - cleaner image, longer render times
Refraction Rays
Number of refraction samples per pixel
lower quality - more noise on transparent materials, lower render times
higher quality - cleaner image, longer render times
SSS Rays
Number of sub-surface scattering samples per pixel
lower quality - more noise on sss materials, lower render times
higher quality - cleaner image, longer render times
Shadows Ray Multiplier
Multiply all shadows ray numbers for all light sources in the scene. (Increase shadow quality, but slow rendering).
Advanced Ray tracing
Total ray depth
Global depth limit (diffuse + glossy + refraction + sss).
Diffuse Ray Depth
Number of bounces for diffuse rays. More bounces will illuminate the scene and bring more realism, but cause longer render times.
Glossy Ray Depth
Number of bounces for glossy rays. More bounces will illuminate the scene, solve the "reflection in reflection problem" and bring more realism, but cause longer render times.
Refraction Ray Depth
Depth of refraction rays. Multiple transparent surfaces in a row require bigger depth.
SSS Ray Depth
Depth of sss rays.
Advanced Sampling settings
Supersampling Filtering
Filter Type
Super-sampled image needs to be down-sampled to output resolution. This attribute tells what type of filter to use for down-sampling.
Filter Radius
Neighboring pixels are included when filtering if greater than 1. Higher values can result in blurred image.
Multipass Filtering
Multipass Radius
Determines the spread of sub-pixel samples, in pixel units. The default setting 1 means that all samples fall into the original pixel. Setting higher ranges incurs some blur which is, however, sometimes required. For high-frequency sub-pixel geometry rendering, such as hair, we recommend setting this parameter to 2 and using Stratified and Gaussian as the following parameters.
Multipass Filter Variance
This parameter is significant with the Gaussian filter (see next parameter). Setting it to very low values causes nearly no advantage over no multisampling, setting it to higher values causes nearly linear (box) filtering.
Multipass Filter Distribution
The distribution of sub-pixel samples used in multi-pass multi-sampling. All types have the same performance, since they're recomputed only at settings change.
Multipass Filter Type
Multisampling needs "down-sampling", in this case "averaging" of the individual images. This attribute tells what type of filter to use.
Tiles
FurryBall can render image in separate tiles. This is useful for rendering High-resolution images where resolution is limited by GPU limits (mostly 8K).
Tiles x
Number of tiles in x axis.
Tiles y
Number of tiles in y axis.
Region Overscan
Overscan as a fraction of original frame width (or height if portrait) when rendering region. 0 means no overscan. 0.2 means 20% of original resolution around each side of render region.
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