IntegratorPathtracer#
(Pathtracer)
- Abstract Class
- Category:
Integrator
- Default object name:
pathtracer
- Inherits from: ProjectItem > Integrator
No corresponding User page.
Description#
Clarisse pathtracer integrator.
Public Attributes#
Type | Name | Visual Hint | Description |
---|---|---|---|
long |
material_sample_count |
VISUAL_HINT_SAMPLE_PER_PIXEL |
Set the number of samples to use when computing the shading of a material. |
long |
emission_sample_count |
VISUAL_HINT_SAMPLE_PER_PIXEL |
Set the number of samples to use when computing the illumination from a geometric light. |
long |
diffuse_depth |
VISUAL_HINT_DEFAULT |
Set the maximum number of times the diffuse channel is sampled along a recursion path. |
long |
specular_reflection_depth |
VISUAL_HINT_DEFAULT |
Set the maximum number of times the specular reflection channel is sampled along a recursion path. |
long |
glossy_reflection_depth |
VISUAL_HINT_DEFAULT |
Set the maximum number of times the glossy reflection channel is sampled along a recursion path. |
long |
specular_transmission_depth |
VISUAL_HINT_DEFAULT |
Set the maximum number of times the specular transmission channel is sampled along a recursion path. |
long |
glossy_transmission_depth |
VISUAL_HINT_DEFAULT |
Set the maximum number of times the glossy transmission channel is sampled along a recursion path. |
long |
volume_depth |
VISUAL_HINT_DEFAULT |
Set the maximum number of times the volume channel is sampled along a recursion path. |
long |
total_maximum_depth |
VISUAL_HINT_DEFAULT |
Set the maximum number of times a material is sampled along a recursion path. |
long |
alpha_depth |
VISUAL_HINT_DEFAULT |
Define the recursion limit of the renderer when dealing with transparent objects. When set to Infinite, the renderer stops when the cumulated transparency is under the Alpha Threshold value. |
double |
alpha_threshold |
VISUAL_HINT_PERCENTAGE |
Define the alpha value from which a sample is considered transparent. |
double |
diffuse_sampling_multiplier |
VISUAL_HINT_SCALE |
Multiply the number of samples that are used to compute the diffuse channel of a material. |
double |
glossy_reflection_sampling_multiplier |
VISUAL_HINT_SCALE |
Multiply the number of samples that are used to compute the glossy reflection channel of a material. |
double |
glossy_transmission_sampling_multiplier |
VISUAL_HINT_SCALE |
Multiply the number of samples that are used to compute the glossy transmission channel of a material. |
double |
subsurface_sampling_multiplier |
VISUAL_HINT_SCALE |
Multiply the number of samples that are used to compute the subsurface channel of a material. |
double |
volume_sampling_multiplier |
VISUAL_HINT_SCALE |
Multiply the number of samples that are used to compute the shading of volumes. |
double |
clamping_threshold |
VISUAL_HINT_DEFAULT |
Maximum value above which contributions will be clamped in order to attenuate unusually-bright pixels. |
double |
low_light_threshold |
VISUAL_HINT_DEFAULT |
Unshadowed illumination below which a light sample is readily assumed to be occluded, hence bypassing the calculation of its actual visibility to a given shading point so as to increase rendering speed. |
double |
russian_roulette |
VISUAL_HINT_PERCENTAGE |
Amount of Russian roulette used on the material samples. |
double |
roughness_noise_optimization |
VISUAL_HINT_PERCENTAGE |
Noise reduction strategy along rough light path. |
double |
fireflies_filtering |
VISUAL_HINT_PERCENTAGE |
Allows to reduce fireflies that could appear in some difficult lighting configurations. |
long |
maximum_splitting_depth |
VISUAL_HINT_DEFAULT |
Maximum depth under which we authorize path splitting. Splitting paths reduces noise in specular lobes. |
CID#
class "IntegratorPathtracer" "Integrator" {
abstract yes
#version 0.97
category "Integrator"
doc "Clarisse pathtracer integrator."
attribute_group "sampling" {
sample_per_pixel "material_sample_count" {
doc "Set the number of samples to use when computing the shading of a material."
numeric_range yes 0.0 16384
ui_range yes 0.0 512
value 16
}
percentage "emissive_geometry_cuts_precision" {
doc "Precision of the local data structures that drive, at each shading point, the sampling of geometry lights and scene objects with emissive materials. Coarser structures are faster to build but might require more samples to converge. Instead, finer structures take longer to build but are more likely to efficiently drive the subsequent sampling process."
hidden yes
slider yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 0.0
}
percentage "emission_russian_roulette" {
doc "Amount of Russian roulette used on the emission samples."
hidden yes
slider yes
numeric_range yes 0.0 5
ui_range yes 0.0 1
value 0.0
}
sample_per_pixel "emission_sample_count" {
doc "Set the number of samples to use when computing the illumination from a geometric light."
null_label "Disabled"
null_value "0"
numeric_range yes 0.0 16384
ui_range yes 0.0 512
value 16
}
}
attribute_group "sampling>path_depths" {
long "diffuse_depth" {
doc "Set the maximum number of times the diffuse channel is sampled along a recursion path."
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value 1
}
long "specular_reflection_depth" {
doc "Set the maximum number of times the specular reflection channel is sampled along a recursion path."
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value 1
}
long "glossy_reflection_depth" {
doc "Set the maximum number of times the glossy reflection channel is sampled along a recursion path."
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value 1
}
long "specular_transmission_depth" {
doc "Set the maximum number of times the specular transmission channel is sampled along a recursion path."
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value 2
}
long "glossy_transmission_depth" {
doc "Set the maximum number of times the glossy transmission channel is sampled along a recursion path."
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value 2
}
long "volume_depth" {
doc "Set the maximum number of times the volume channel is sampled along a recursion path."
numeric_range yes 0.0 65536
ui_range yes 0.0 16
value 0
}
long "total_maximum_depth" {
doc "Set the maximum number of times a material is sampled along a recursion path."
numeric_range yes 0.0 65536
ui_range yes 0.0 32
value 3
}
}
attribute_group "sampling>transparency" {
collapsed yes
long "alpha_depth" {
doc "Define the recursion limit of the renderer when dealing with transparent objects. When set to Infinite, the renderer stops when the cumulated transparency is under the Alpha Threshold value."
null_label "Infinite"
null_value "-1"
numeric_range yes 0.0 2147483647
ui_range yes 0.0 255
value 10
}
percentage "alpha_threshold" {
doc "Define the alpha value from which a sample is considered transparent."
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 0.00392156862745098
}
}
attribute_group "sampling>advanced" {
collapsed yes
ui_weight 1000
scale "diffuse_sampling_multiplier" {
doc "Multiply the number of samples that are used to compute the diffuse channel of a material."
numeric_range yes 0.0 1000
ui_range yes 0.0 10
value 1
}
scale "glossy_reflection_sampling_multiplier" {
doc "Multiply the number of samples that are used to compute the glossy reflection channel of a material."
numeric_range yes 0.0 1000
ui_range yes 0.0 10
value 1
}
scale "glossy_transmission_sampling_multiplier" {
doc "Multiply the number of samples that are used to compute the glossy transmission channel of a material."
numeric_range yes 0.0 1000
ui_range yes 0.0 10
value 1
}
scale "subsurface_sampling_multiplier" {
doc "Multiply the number of samples that are used to compute the subsurface channel of a material."
numeric_range yes 0.0 1000
ui_range yes 0.0 10
value 1
}
scale "volume_sampling_multiplier" {
doc "Multiply the number of samples that are used to compute the shading of volumes."
numeric_range yes 0.0 1000
ui_range yes 0.0 10
value 1
}
double "clamping_threshold" {
doc "Maximum value above which contributions will be clamped in order to attenuate unusually-bright pixels."
null_label "Disabled"
null_value "-1.0"
numeric_range yes 0.0 1000000
ui_range yes 0.0 100
value 10
}
double "low_light_threshold" {
doc "Unshadowed illumination below which a light sample is readily assumed to be occluded, hence bypassing the calculation of its actual visibility to a given shading point so as to increase rendering speed."
numeric_range yes 0.0 1.79769313486232e+308
ui_range yes 0.0 1.79769313486232e+308
value 0.001
}
percentage "russian_roulette" {
doc "Amount of Russian roulette used on the material samples."
slider yes
numeric_range yes 0.0 5
ui_range yes 0.0 1
value 0.1
}
percentage "roughness_noise_optimization" {
doc "Noise reduction strategy along rough light path."
slider yes
numeric_range yes 0.0 1
ui_range yes 0.0 1
value 0.25
}
percentage "fireflies_filtering" {
doc "Allows to reduce fireflies that could appear in some difficult lighting configurations."
null_label "Disabled"
null_value "0.0"
slider yes
numeric_range yes 0.0 1000000
ui_range yes 0.0 1
value 0.25
}
long "maximum_splitting_depth" {
doc "Maximum depth under which we authorize path splitting. Splitting paths reduces noise in specular lobes."
null_label "Infinite"
null_value "-1"
numeric_range yes -1 2147483647
ui_range yes -1 255
value 1
}
distance "material_sampling_clipping_distance" {
null_label "Disabled"
null_value "-1.0"
hidden yes
numeric_range yes 0.0 1.79769313486232e+308
ui_range yes 0.0 1.79769313486232e+308
value -1
}
}
}