Page tree

Versions Compared

Key

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

...

Note

If using the PxrPathTracer for such scenes you can keep your trace depth to lower numbers because of how RenderMan tracks each bounce. This is counted differently in the PxrVCM and PxrUPBP PxrUnified integrators and may require higher trace depths in those integrators for a similar look. This may change in a future version.

...

For the PxrPathTracer we would use Max Path Length to define the maximum combination of bounces in total.

For the PxrVCM and PxrUPBP PxrUnified there's a more unified Max Path Length that defines all paths to and from the light allowed in a single connected path. The maximum is 20 before it terminates in PxrVCM.

 

Per object trace depths.

Objects in a scene may be given local overrides to increase or decrease their trace depth settings. These are Max Diffuse Depth and Max Specular Depth. When using these attributes be sure the global Max Path Length as described above is sufficient or else it may stop tracing too soon if these local controls are raised too high. This does not apply to PxrUnified as it ignores Diffuse and Specular trace depth separation.