Item Render Flags#
Scene Objects have quite a few flags to control their behavior during rendering. For volume render attribute please refer to Volume Specific Render Attributes
|Raytrace Offset||Sets the minimum distance for ray intersection. If the ray hit distance from the ray source position is smaller than this value, then the intersection is skipped. This attribute is mainly used to prevent self intersection artifacts that may occur sometimes.|
|Enable Motion Blur||If unchecked the item is considered as static during rendering. Typically if the item is animated, it won't get blurred. Note the object can still be blurred if the camera is moving.|
|Unseen By Renderer||The item will be invisible to the renderer as if it was completely missing from the scene|
|Unseen By Camera||The item will be invisible to camera rays (primary rays) but will still cast shadows and scene in raytracing.|
|Unseen By Rays||The item will be invisible to raytracing (secondary rays) but still be visible to camera.|
|Unseen By Reflections||The item will be invisible to reflection rays|
|Unseen By Refractions||The item will be invisible to refraction rays|
|Unseen By Gi||The item will be invisible to global illumination (diffuse paths) rays|
|Unseen By Sss||The item will be invisible to subsurface scattering rays|
|Cast Shadows||Sets if the item is casting shadows.|
|Receive Shadows||Sets if the item is receiving shadows.|
|Receive Self Shadows||Sets if the item is receiving self shadows.|
|Lights||Specifies a group of lights illuminating the item. By default, the item is lit by the lights used in the Layer 3D.|
|Override Material||Sets a material to override the material used by the item.|
|Matte Object||Sets if the item is a matte object.|
|Matte Color||Sets the matte color.|
|Matte Alpha||Sets the alpha value.|
Enable Motion Blur#
By default, scene objects are blurred according to their motion when motion is turned on in the renderer. However, you may want to disable motion blur on specific items so that the renderer considers them as static in-between frames. To do so, just uncheck the Enable Motion Blur attribute. While such items aren't animated, they may still be motion blurred if the camera is animated.
Unseen by Renderer#
By default, all items are rendered by the renderer. Items can completely ignored from the renderer when you checking Unseen By Renderer. Such items are considered as if they were removed from the scene.
As you can see on the render below, not only the Cylinder is invisible to the camera but also for secondary rays no shadow/reflection.
Unseen by Camera#
By default, all items are visible to camera. You can hide items from camera by checking Unseen By Camera attribute. Items will only hidden from camera rays (primary). They will still cast shadows and be visible to secondary rays.
The Cylinder is invisible to the camera but visible also for secondary rays (shadows/reflections...)
Unseen by Rays#
By default, all scene objects are visible during raytracing. They are reflected/refracted, cast shadows... You can hide items from raytracing by checking Unseen By Rays attribute. Note the item will be still visible to the camera.
The cylinder is invisible to all secondary rays.
By default, all scene objects cast shadows. You can remove items from the list of shadow casters by unchecking Cast Shadows attribute.
By default, scene objects receive shadows from shadow casters. You can change this behavior by unchecking Receive Shadows attribute. In this case scene objects don't receive any shadows.
The sphere is no longer occluded by the cylinder.
Receive Self Shadows#
By default, scene objects receive shadows from themselves. These types of shadows is called self shadows. You can change this behavior by unchecking Receive Self Shadow attribute. In this case scene objects won't receive any self shadows.
Cylinder has its Receive Self Shadows to off. Note that while it cast shadows it doesn't receive it's own shadows.
By default, scene objects are using materials attached to their geometry shading groups. You can entirely override those materials by referencing a new material in Override Material attribute.
Sphere and cylinder connected to a white emitter material as Material Override
Volume Specific Render Attributes#
Volumes are by nature more computationally intensive to render than surface based geometries. In order words, volumes take longer to render. In order to reduce render times, Clarisse provides special rendering attributes for volumes that can be used to optimize rendering performance.
|Camera Quality||Control the quality of the volume sampling for camera rays.|
|Reflection Quality||Control the quality of the volume sampling for reflection rays.|
|Refraction Quality||Control the quality of the volume sampling for refraction rays.|
|Shadow Quality||Control the quality of the volume sampling for shadow rays.|
|Global Illumination Quality||Control the quality of the volume sampling for global illumination diffuse rays.|
|Deformation Quality||Control the quality of the volume sampling for non linear transformations (motion blur sampling)|
|Quality Mode||Control the quality of the volume sampling for global illumination rays.|
|Primary Rays Quality||Control the influence of the distance on sampling steps for primary rays (coming from a camera).|
|Secondary Rays Quality||Control the influence of the distance on sampling steps for secondary rays (reflection, refraction, shadows, global illumination, ...)|
Primary and Secondary Rays Quality#
Primary and secondary rays quality act as global multipliers driving other volume sampling qualities. Primary Rays attribute drives Camera quality and Secondary Rays one drives Reflection, Refraction, Shadow and Global Illumination ones.
Camera Quality drives volume visibility sampling. Decreasing quality reduces the number of camera rays used to sample the volume. The closer this value is to zero, the more holes are likely to appear in the volume.
When the Camera Quality is set to 5%, fine details are reduced and camera rays propagate less into the volume.
Reflection Quality or Refraction Quality drive volume sampling when they are reflected or refracted. Decreasing quality reduces the number of rays used to sample the volume in reflections or refractions.
When Reflection/Refraction Quality is set to 5%, fine details are reduced and rays propagate less into the refracted/refllected volume. Render times are 15% faster.
Shadow Quality drives volume sampling when computing shadows. Decreasing quality reduces the number of samples used for sampling volume density. This setting also affects the quality of shadows cast by volumes.
When Shadow Quality is set to 5%. Light scattering is shorter and illumination propagates less in the media but is 10% faster to render
Global Illumination Quality#
Globlal Illumination Quality drives the quality of the volume when computing global illumination.
When Global Illumination Quality is set to 5%, global illumination has a shorter scattering range but is 40% faster to render.
By default, quality mode is set to Distance based. Sampling is optimized in a way that sample count varies according to the volume distance or size. This behavior can be changed, to be a constant number of samples if needed, in Constant mode.