You can optimize the rendering computation through the Stellar render engine.
This engine is equivalent to the Photoreal engine but is developed by Dassault Systèmes.
Stellar options are available only when the Stellar render mode is
activated in the Interactive -
Rendering section. By default, the render settings are defined so that a
good rendering is expected in an average scenario (like outdoor or indoor
rendering).
The active render settings, that is, the last selected preset and the last
edited custom parameters are stored in the preferences. This means that they are
restored when the app
restarts.
You can apply either ready-to-use, or user-defined presets with different quality levels. These
presets are for users who are not familiar with rendering parameters, by allowing
them to quickly select the most adapted configuration. When a preset is selected,
the parameters are tuned accordingly.
Profile |
Description |
Outdoor
|
Optimizes settings for outdoor scenes. |
Interior
|
Optimizes settings for interiors. |
Caustics
|
Optimizes settings for caustics. |
Custom |
Applies customized settings. |
User preset |
Applies customized settings saved in user
presets. The procedure for managing user presets is the
same as in the Visual
Quality panel. |
For advanced users who are already familiar with rendering techniques or
the Stellar engine, the following options are available. However, some of these
options are not available when GPU is activated.
- Accumulative Settings
-
Option |
Description |
Target quality (dB) |
Defines the quality of the converged image as peak signal to noise ratio
(PSNR). Low values (between 10 and 20) result in noisy images and a quickly
finishing convergence and are suitable for preview rendering. High
values (between 40 and 70) result in images without apparent noise but with a
convergence time that might be very long. Such values are suitable for final
frame rendering. |
Samples per frame |
Defines how many samples per pixel are traced before displaying the first
ray tracing image. 1 enables maximum interactivity. Set to values above 1
makes the first image less noisy at the cost of lower interactivity. Recommendation:
Use values above 1 only for compute setups with high
compute power like multi-GPU and cluster setups.
The value of
this option varies exponentially (1, 2, 4, 8, and so on). |
Max sample luminance |
Lets you activate or deactivate the maximum sample luminance option. If
you activate this option, some parts of the computed images may be darker than
they should be in reality. In return, image noise converges more
quickly. |
Base value |
Defines the clamping value of result pixels. Lower values result in
faster convergence but darken bright effects like highlights or emissive
objects. This value is used as maximum sample luminance value for sample
paths consisting of many ray bounces. For paths including just few ray
bounces, or only specular bounces, higher max sample luminance values are
used. |
Filtering |
Lets you activate or deactivate the Gauss anti-aliasing filter. |
Strength |
Defines the Gauss filter curve used for smoothing. The higher the value,
the smoother the result. This option is available only when
Filtering is activated. |
Denoiser |
Converts a noisy image into a smooth image and improves convergence time
for a rendering. Click Denoiser, and then use
Start iteration option to specify after how many
frames the denoiser is enabled. Recommendation:
Enable denoising
only if the amount of video memory (VRAM) is above 8 GB.
The
Denoiser option can be activated if your GPU is:
- a NVIDIA GPU with a compatible NVIDIA driver installed.
- generation Maxwell or newer (for example, Maxwell, Volta, Turing,
Ampere).
Note:
About the denoiser:
- There is a kind of artistically painted style effect in the early
stages, but this effect is removed when the image has converged more.
- Enabling the denoiser automatically grays out the
Denoiser option in the Visual Quality
Manager.
|
Start iteration |
Applies the denoiser after the specified number of iterations. |
- Global Illumination
Option | Description |
---|
Max path depth | Defines the maximum number of ray bounces. |
Light Tracing | Optimizes simulation of caustics effects and indirect illumination.
Recommendation:
- Use this option for scenes with small light emitters or very glossy
surfaces, and for interior scenes.
- Clear this option in standard scenes for faster interactivity and
convergence.
|
Fast subsurface scattering | Lets you switch between fast and accurate subsurface scattering simulation (SSS).
|
Ray offset (mm) | Specifies the offset from a ray hit point at which new rays start. |
- Downsampling factor
- Lets you enhance the rendering performance by applying a downsampling factor to the image
displayed on screen.
The image is generated with a lower resolution to have
better performance but with a lower visual quality (the image looks slightly
blurry).