SettingsLightCache

Essential parameters

이름 타입 기본값 권장값 노출 여부 값 범위
subdivs integer 500 O 0 - ∞
sample_size float 0.02 0 - ∞
retrace_enabled bool false true O true/false
retrace_threshold float 1 2 O 0 - ∞
retrace_leak_prevention float 0 8 O 0 - ∞

Trivial parameters

아래 파라미터는 vrscene에 기록할 필요도 없고 사용자에게 노출할 필요도 없습니다.

  • filter_type: integer = 1, Filter type when reconstructing the illumination from the cache. 0 - no filter; 1 - nearest; 2 - fixed
  • filter_samples: integer = 5, Number of samples to look for with the 'nearest' filter type.
  • filter_size: float = 0.06, Filter size for the 'fixed' filter type.
  • prefilter: bool = false, True if the light cache should be prefiltered to smooth the illumination in it.
  • prefilter_samples: integer = 10, Number of samples to look for when prefiltering the light cache.
  • depth: integer = 100, Maximum bounces for the light cache. Leave this to the default value of 100. Note that, because of the way the light cache is calculated, the solution always converges to that of infinite light bounces, regardless of this value.
  • show_calc_phase: bool = true, Shows a preview of the scene while the light cache is calculated.
  • store_direct_light: bool = true, Stores direct lighting with the light cache.
  • world_scale: bool = false, [UI] displayName=(World scale)
  • mode: integer = 0, [UI] enum=(0:Single frame; 1:Fly-through; 2:From File; 3:Progressive path tracing), displayName=(Mode)
  • file: string = "", [UI] enable=(::mode=2), displayName=(Light Cache File), fileAsset=(vrlmap), fileAssetNames=(V-Ray Light Cache map)
  • dont_delete: bool = true, True if the light cache should not be deleted at the end of the rendering.
  • auto_save: bool = true, True if the light cache should be saved at the end of the rendering.
  • auto_save_file: string = "", [UI] enable=(::mode!=2, ::auto_save=1), displayName=(Auto save file), fileAsset=(vrlmap), fileAssetNames=(V-Ray Light Cache map), fileAssetOp=(save)
  • num_passes: integer = 64, Number of passes for the light cache. Each pass is rendered in a single thread, therefore it is best to set this to the number of processors.
  • use_for_glossy_rays: bool = false, True if the light cache should be used to estimate GI for glossy rays, instead of the primary GI engine.
  • adaptive_sampling: bool = false, True if adaptive hemispheric sampling should be used. This requires more memory than the non-adaptive light cache.
  • premultiplied: bool = false, true to use premultiplied light cache when possible
  • multiple_views: bool = false, This causes the light cache to be calculated for the entire camera path, even when in single frame mode.

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