Render Quality

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The main node for the quality setup in FurryBall RT


Primary Rays - Main FurryBall RT quality parameter

Increase or decrease number of ALL rays in the image.

This has affect to Antialiasing and all switched features (Shadow rays, Specular, Transparency, Indirect...)

This parameter is easy to use, but can cause the longer  render time, because all features are heighten globally and some of them can be oversampled. The fastest results you will reach with the combination of Primary rays and Rays Count multiplier.







Rays Count

In fact this is number of rays emitted from EACH Primary Ray.

This Primary Rays cause Antialiasing (Multisampling) and has effect on Depth Of Field and Motion Blur quality!




We recommend to use 5x5 better than 1x25




Diffuse Rays (For Indirect diffuse)

It's used ONLY for Indirect lighting - has NO effect on Primary rays

Number of diffuse rays per pixel  

lower quality - more noise on diffuse materials, lower render times

higher quality - cleaner image,  longer render times




Specular and Reflection Rays

Number of Specular or Reflection rays per pixel  

lower quality - more noise on diffuse materials, lower render times

higher quality - cleaner image,  longer render times


Specular OR Reflection Rays?

Specular and Reflection Rays are pretty similar rays, but Reflection NOT reflect specular from the light.

In the modern Pathtracing there is much more used Specular reflections instead of "classical"old Reflection.





Transparency Rays

Number of Transparency rays per pixel

lower quality - more noise on Transparency materials, lower render times

higher quality - cleaner image, longer render times




Subsurface Scattering (SSS) Rays

Number of sub-surface scattering rays per pixel

lower quality - more noise on sss materials, lower render times

higher quality - cleaner image, longer render times


AO (Ambient Occlusion) Rays

Number of rays used for AO. Low quality - noisy image. High quality slower render.





Rays Depth

The number how many times are Primary ray bounced.


Total Ray depth

Global depth limit (diffuse + Specular + Transparency + Reclection + sss)



Diffuse Ray Depth

Number of bounces for diffuse rays. More bounces will illuminate the scene and bring more realism, but cause MUCH longer render times.




Specular Rays Depth

Number of bounces for Specular rays. More bounces will illuminate the scene, solve the  "reflection in reflection problem"  and bring more realism, but cause longer render times.



Transparency Ray Depth

Depth of transparency rays. Multiple transparent surfaces in a row require bigger depth.



SSS Ray Depth

Depth of sss rays.




Filtering


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 1.3.


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.


Sample 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.


Filter Type

Multisampling needs "down-sampling", in this case "averaging" of the individual images. This attribute tells what type of filter to use.