Corona render settings full explanation. Part 2
Today we will continue to look at Render Setup in Corona.
You can read the first part here: https://blog.render.courses/RenderSetupCorona
Camera Setup. It's easier to use the Corona camera itself and adjust whatever you need there. We will not dwell on these settings.
Path tracing - a straightforward adaptive miscalculation system which gives fairly accurate results when using HDRI maps. This is the optimal miscalculation method for exteriors, where the connections between the light sources are simpler.
Non (biased) - allows light to be reflected (bounced) off the surface only once.
UHD cache - a miscalculation method for enclosed spaces. This miscalculation is interpolated, it is slightly less accurate, but copes better with such a task as a lot of light sources reflecting from different surfaces a large number of times. Accordingly, it is more suitable for interiors.
UHD cache has additional settings.
Still frame (fast precompilation) - enable short precomputation. Not suitable for animation.
Animation (ficker-free) - Animation pre-computation.
Precision - Ratio for UHD Cache timing and rendering. A low number makes pre-processing faster but may result in flicker when animating.
Lock sampling pattern - the active checkbox blocks noise in the static frames and animation.
Adaptive light solver (experimental) - new algorithm for calculating a large amount of light. Promises to work 10 times faster, this option is experimental and is probably better not to touch it.
GI vs. AA balance - the number of samples per smoothing sample (antialiasing). The higher the number, the faster the noise from global illumination will go away. The lower the number, the faster the noise of antialiasing, blurring and depth of field will go away.
When it comes to depth of field, e.g. when rendering a vase on the table, and you want a blurry background, the anti-aliasing should be increased. What do you mean? After all, we need a nice blur (pixel smoothing), which should be calculated more carefully than the global illumination.
Light samples multiplier - the number of samples used to calculate global illumination. Sampler. When we run the renderer, the camera emits a ray (sample) in the scene, the ray hits the surface, a sphere is formed and the ray decays. The engine takes into account whether it is a complex part of the scene or a simple one, whether it is rich in details or not, whether it is brightly lit or heavily shaded. If part of the scene is complex and brightly lit, more samples are taken to calculate this area. If there are no details in the area, and the surface is poorly illuminated, and even flat, the renderer only takes the minimum number of samples.
Speed vs. Accuraccy balance - the ratio of render speed to the physical accuracy of the image. If the speed is higher, the picture will be of lower quality and noisier.
Max Sample Intensity - maximum sample intensity. The lower this value is, the less noise is produced, but the darker the picture, the less saturated reflections and overreflections. A high figure gives intense reflections and glare, but leads to noise. Correct selection of these numbers helps to eliminate over-reflected pixels.
Max ray depth - the depth of reflections, re-reflections and refractions. Suppose there is a large amount of transparency: glass, water and mirrors. In that case, the figure can be raised. If there are few reflections, the figure can be reduced.
Screen size (px) - The parameter is responsible for the quality of displacement maps. The lower the value, the better the quality of displacement.
World size (units) - the same parameter, only in world units.
Interactive rendering - interactive rendering.
Max passes - the maximum number of passes in the interactive rendering.
Force Path Tracing - forced turning on of the linear adaptive rendering system, even if UHD Cache is selected for the secondary rendering. When this checkbox is enabled, the interactive rendering will be faster.
The Save/load scroll is intended for animation. Therefore, we will not look at it.
System
#threads (0=unlim) - number of cores used for rendering.
Lock 3ds Max during render - the checkbox blocks the whole interface of Max for the rendering time. Used to avoid all sorts of failures associated with accidental changes in the scene.
Enable devel/debug mode - this checkbox enables the new additional parameters in the Performance tab. Since these innovations are experimental, it is better not to mess with them.
#threads ovveride - the number of cores for interactive rendering.
Enable material editor - enables rendering materials in the compact editor during the interactive rendering.
Enable autosave - if this option is checked, the result of visualization will be automatically saved.
Autosave interval - the time interval of images autosave.
On render end - the number of the last saved renders on the disk, after reaching this number the old files will be replaced by the new ones.
During render - how many renders will be saved during rendering.
filename - path for saving the file.
Type Corona VFB - type of framebuffer.
Corona VFB - corona VFB.
None - does not show the framebuffer at all.
Native 3ds Max VFB - scaneline framebuffer.
Render history and a/b comparison
Render history and two versions of a/b comparison.
Automatic saving on render end - if enabled, the new element will be added to the framebuffer's history after rendering is finished.
Size on HDD (MB) - the maximum size of the folder to store the visualization history.
Enable settings tooltips - if enabled, the tooltips of the Corona settings can be translated into any language.
Custom previews - the resolution of material rendering in the material editor. A very high number can cause material to take a long time to be rendered. But if the "balls" in the editor are too noisy, you can raise it to 3.
Clear VFB inbetween renders - if checked, the frame buffer will be cleaned before each rendering.
Render stamp - if checked, the information about the renders will be added to the lower right corner.
All sorts of filters for the image. Depends on what filter is chosen, depends on whether the picture will be sharper or cloudier.
Non - no filter;
Box - the filter that provides the strongest blur;
Tent - this is a compromise between blur and sharpness. It is set by default;
Symmetric tent - this is a variant of the tent filter with diagonal blur;
Parabolic - provides the second most intense blur after box;
Hann - low diagonal blur;
Blackman - Harris - provides the most sharpness.
Values
Width [px] - the radius of the filter in pixels. A larger value will slightly blur the image and remove moiré. A moire is an optical effect (pattern) that occurs when crossing fibers.
Highlight clamping - the number blocks the number of samples before they are written to the frame buffer. This is needed to reduce noise and improve smoothing in place of bright and light edges (eliminating staircase). A low number may result in highlighting.
If you leave 0, the image will be of high quality, without any assumptions (on the contour of light and shadows characteristic appearance of the staircase).
Filters are seldom used, as it is easier and faster to perform such operations in Photoshop.
Next comes information about the corona and the license.
Distributed rendering. We will not dwell on it, because this topic requires a more thorough analysis. About what it is, perhaps, we will write in the next posts.
What are render-elements, how to work with them, read here:
https://blog.render.courses/renderElement
Have a good rendering!
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