Page tree

Versions Compared


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


When rendering in RenderMan, rays travel through a scene and bounce off objects, collecting light. This is known as "light transport" that moves through the scene and returns a value to the screen for the pixel. This isn't unlike real life where photons bounce around and are collected by a camera lens and stored onto film or a sensor element. In the real world case, the photons bounce around until finally absorbed by something. In RenderMan, this can be true with really high trace depth or you can set an artificial limit of how many bounces you want. This is an optimization technique designed to improve performance for time and memory at a small cost to photographic realism compared to actual physics.


The PxrUnified Integrator does not support separate diffuse and specular depth and these are ignored. Instead it has a unified max depth control.


There are two main parameters for deciding how much bounce will happen before a ray is terminated and the result is stored.