RedSDK Option | Function |
ENABLE GLOSSY EFFECTS | OPTION: [Boolean: false, true]. The value of this option lets the user to enable or to disable the calculation of glossy ray-traced effects. When off, whatever may be specified by ray-tracer shaders, only one reflection ray and only one refraction ray is fired to render reflection and refraction effects. |
RAY ENABLE AREA SAMPLING | OPTION: [Boolean: false, true]. The value of this option lets the user enable or disable the calculation of area light sampling effects. If turned off, then all area lights are replaced by point lights using one single sample. This result in faster lighting and shadowing for example suitable for all pre-visualization purposes. |
SHADOWS | OPTION: [integer: 1 to Infinite]. Activates shadow casting for all lights that can cast ray-traced shadows when the specified value is greater than or equal to 1. Activation of shadows forces the activation of the primary ray option. The value of this option indicates the depth of the shadow casting process in the ray-tracing tree. |
REFLECTIONS | OPTION: [integer: 1 to Infinite]. Activates the calculation of ray-traced reflections for objects that can reflect light when the specified value is greater than or equal to 1. Activation of reflection forces the activation of the primary ray option. The value of this option indicates the depth of the reflection calculation process in the ray-tracing tree. |
REFRACTIONS | OPTION: [integer: 1 to Infinite]. Activates the calculation of ray-traced refractions for objects that are refractive. Activation of the refractions forces the activation of the primary ray option. The value of this option indicates the depth of the refraction calculation process in the ray-tracing tree. |
TRANSPARENCY | OPTION: [integer: 1 to Infinite]. Activates the calculation of ray-traced transparencies for objects that are transparent. Activating this option does not force the activation of the primary ray option. The value of this option indicates the transparency depth that'll be rendered for transparent objects. |
REFRACTIONS BACK | OPTION: [Boolean: false, true]. When this option is off, the last refractive rays of the rendered ray- tree pass through all refractive objects to only hit opaque objects. For example, if we consider a refractive surface sphere over an opaque ground, and render that scene with a refraction depth set to one, then refractive rays will show the inner face of the sphere if the option is set to true, or they'll show the background if the option is set to false. Disabling this option results in better looking images - however with fake refraction rays for the last depth - whenever there's not enough refraction depth to get through all refractive layers. |
MAX THREADS | OPTION: [integer: 1 to Infinite]. The Red engine ray-tracer uses every processor available in the host computer for its rendering. This option can be used to clamp this number to a maximal number of threads running in parallel for the ray- tracer, so that some CPU bandwidth can be reserved for other tasks. |
CUTOFF | [double 0.0 to 1.0]. The value of this option is used as input for the ray-tracer to set the minimal intensity of a ray that is considered as having a valid contribution to the final image. Note that a 0.0 cutoff value removes all optimization effects that can be related to using a cutoff. The smallest meaningful cutoff value is at 0.005. |
ANTI-ALIASING SAMPLES RATE | OPTION: [integer: 1 to Infinite]. |
ENABLE CAUSTICS | OPTION: [Boolean: false, true]. Activate the calculation of caustics for transparent and reflective objects. Note: that the generation of caustics depends also on the setup of the object materials and the lights. Caustics are supported by physical lights only. |
CAUSTICS SAMPLING RATE | OPTION: [integer: 0 to 100000]. Set the sampling rate of the caustics photons. The total number of caustics photons for the whole scene is the squared value of the sampling rate (default is 1000x1000 photons). |
CAUSTICS SEARCH RADIUS | OPTION: [double: 0.0 to Infinite]. = n When rendering caustics, the n nearest photons from the point being shaded are queried. This option defines the radius of the search area around that point in scene units. The bigger the radius, the smoother the caustics. |
GI | OPTION: [Boolean: false, true]. Enable or disable Global Illumination rendering. |
GLOSSY SAMPLING RATE | OPTION: [integer: 0 to Infinite]. Set the number of samples to be taken while sampling glossiness (reflection or refraction). A value of 0 means that the number of samples set to each material is taken. Any other positive values overwrite the materials settings. The real number of samples taken is the square of the option value. For example, if the option is set to 4, 16 samples will be taken. |
LIGHTS SAMPLING RATE | OPTION: [integer: 1 to Infinite]. Set the number of samples to be taken while sampling scene lights. A value of 0 means that the number of samples set to each light is taken. Any other positive values overwrite the lights settings. The real number of samples taken is the square of the option value. For example, if the option is set to 4, 16 samples will be taken. |
DISPLACEMENT | OPTION: [Boolean: false, true]. Activate software ray-tracer displacement mapping calculations when enabled. If the option is turned on (default) then displacement maps are used to modify the rendered geometries. If the option is turned off, then no displacement occurs. |
FORCE TRANSPARENCY | OPTION: [Boolean: false, true]. This option controls the behavior of the ray-tracer vs. the number of transparency layers that are rendered. By default, this option is disabled so that when a primary ray hits an opaque surface, its propagation is stopped. Turning this option on let the software ray-tracer pursue the propagation of a ray, even behind opaque surfaces. The need to see behind opaque surfaces arise in rendering configurations that are using a non-natural depth buffer setup. For example, rendering methods to see backward edges, section cutting, custom depth ordering, or material priorities are rendering setups that may use an exotic depth buffer setup. |
CAUSTICS SEARCH COUNT | OPTION: [integer: 0 to 4096]. Number of photons used for the caustics estimation. The photons search is limited by the value of CAUSTICS SEARCH RADIUS but if more than CAUSTICS SEARCH COUNT are found, only the CAUSTICS SEARCH COUNT nearest photons will be used to estimate caustics. If the option is set to 0 then all the valid photons inside the search radius will be used to compute the caustics estimate. |
Use GPU | OPTION: [Boolean: false, true]. If on the GPU will be used for the ray tracing in the render, if available. |
RAY USE EMBREE | OPTION: [Boolean: false, true]. Intel Embree is a collection of ray casting methods. Thanks to its careful handling of SSE instruction sets, it can provide an acceleration ratio between x1.2 and x2 to the rendering of images. However, it does not currently support lot of RED features: double precision matrices and geometries, lines, displacement... When the option is turned on, the Embree ray-caster is used only for triangle-based geometries in 32bit float precision (vertex channel). Other types of geometries or geometries using higher precision vertex channels are still processed using the RED ray-casting mechanism. Please note that for geometries processed by Embree, the transformation matrices are casted to 32bit float (which may result in a loss of accuracy). If the option is off, the whole data is processed using the RED ray-casting algorithms. If GPU-based ray-tracing is used, the option value is automatically ignored and considered as false. |
VOLUME | [integer]: [0,inf[. [default]: 0. [scope]: All options instances. Activate the calculation of ray-traced volume for volume shape containing volumetric effects when the specified value is greater than or equal to 1. The value of this option indicates the depth of the volume calculation to be processed in the ray-tracing tree. |