インテグレータ

Integrator

The integrator is the rendering algorithm used to compute the lighting. Cycles currently supports one integrator, a path tracing integrator with direct light sampling. It works well for various lighting setups, but is not as suitable for caustics and some other complex lighting situations.
Rays are traced from the camera into the scene, bouncing around until they find a light source such as a lamp, an object emitting light, or the world background. To find lamps and surfaces emitting light, both indirect light sampling (letting the ray follow the surface BSDF) and direct light sampling (picking a light source and tracing a ray towards it) are used.
Scene Settings

Samples

Render Samples
Number of paths to trace for each pixel in the final render. As more samples are taken, the solution becomes less noisy and more accurate.
Preview Samples
Number of samples for viewport rendering.
Seed
Random number generator seed, each different value gives a different noise pattern.
Bounces

Max Bounces
Maximum number of light bounces. For best quality, this should be set to the maximum. However in practice, it may be good to set it to lower values for faster rendering. Setting it to maximum 1 bounces results in direct lighting.
Min Bounces
Minimum number of light bounces for each path, after which the integrator uses russian roulette to terminate paths that contribute less to the image. Setting this higher gives less noise, but may also increase render time considerably.
Diffuse Bounces
Maximum number of diffuse bounces.
Glossy Bounces
Maximum number of glossy bounces.
Transmission Bounces
Maximum number of transmission bounces.
Transparency

Transparency Max
Maximum number of transparency bounces.
Transparency Min
Minimum number of transparency bounces, after which russian roulette termination is used.
Transparent Shadows
For direct light sampling, use transparency of surfaces inbetween to produce shadows affected by transparency of those surfaces.
Caustics

No Caustics
While in principle path tracing supports rendering of caustics with a sufficient number of samples, in practice it may be inefficient to the point that there is just too much noise. This options makes it possible to disable them entirely.
Material Settings

Sample as Lamp
By default objects with emitting materials use both direct and indirect light sampling methods, but in some cases it may lead to less noise overall to disable direct light sampling for some materials. This can be done by disabling the Sample as Lamp option. This is especially useful on large objects that emit little light compared to other light sources.

  • 最終更新:2012-01-06 16:42:42

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