Page tree

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Trace Auto Bias and Trace Bias: RenderMan will automatically compute a trace bias for displacing ray origins off a hit surface.  However, if you wish to turn off the auto bias, you can set the bias manually here. Per-object settings should have Auto Bias turned off. Increase the value slowly until the artifact (self-shadowing etc.) disappears.

Trace World Origin: Move the world origin for increased floating point precision for raytracing. Sometimes when rendering very large scenes, the camera is moved to a position quite far from the origin. This may introduce precision issues depending on your scene units, values exported to the renderer are very large in these cases. Possible values are:

  • "world" (default) uses the true world origin
  • "worldoffset" use user provided trace:worldoffset as the raytrace world origin ( the control will expose an XYZ coordinate field)
  • "camera" use the camera position as the raytrace world origin

Crop Window

Enable: Use the crop window, off (default) renders the complete frame based on camera settings

Top Left/Bottom Right: Specify the coordinates (x and Y) for a crop window to render. This can be useful when rendering many iterations for debugging or lookdev when only a specific region is under consideration.

IES Lights

You may also use this to shift around the rendered region to tile together a very large render (possibly for print) and send the different regions to a different render node.

IES Profiles

Scene units to meters: While scenes are exported to rib "unitless", IES files specify a unit measure.  Use this setting to specify the scene unit to meter conversion factor.  For instance, if 1 unit = 1 meter, use 1.  If 1 unit = 1cm use 100.

Cleanup

Select the types of files that will be cleaned up on a per-job and/or per-frame basis.

RIB Options

Allows users to choose between ascii and binary RIB output (binary rib is smaller and faster but ASCII is readable), whether or not to apply gzip compression, the number of places past the decimal for floating point numbers in RIB, and whether or not RIB is generated "lazily", with full paths, or flattened.

Ri Injection Points

Provides Ri entry points for inserting MEL scripts which will be run during ribgen.

Ri Filters

Provides an interface for enabling, inserting, and arranging RIFilters.

Default Shading

Allows users to specify a global default custom shading group (as opposed to per-pass shading groups specified via the Passes tab).Ignore Watts: Ignore the internal watts measurement in the profile

Cache Sizes

Allows users to customize the cache sizes for various assets, including textures, Deep Shadow files, brick maps, ray-traced geometry (specifically the tessellation cache), and proceduralsOpacity. The values are in kilobytesmegabytes, and the renderer will automatically unload data from the cache when the limits specified here are reached. These values may be conservative based on your machine's available resources. If your render stats show many cache misses (reloading and re-reading) and your overall usage is below your available memory, you may want to increase these values to improve performance, keeping them reasonable and within your installed memory limit.

Statistics

Level: Enable this to output diagnostic information from render jobs. Useful for timing, debugging, and seeing what RenderMan is doing. Higher numbers are more verbosity. Note there can be a performance impact that adds up by requiring the renderer to lookup these strings.

XML File: You can specify a target destination for both "Old School" and XML statistics.

LPE Lobe Mappings

This section maps the specified lobes to an output. You will notice in the Light Path Expression documentation that per-lobe outputs rely on these being correct so we recommend leaving them at their default.

Example: You will note in the defaults that Diffuse 3 Lobe ID is Subsurface. The corresponding LPE is:

color lpe:CD3[DS]*[<L.>O]

Note the D3 lobe specified. This matches the IDs assigned here.

There are no D1, S1, or U1 lobes as these are "fallthrough" when something is unspecified.