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The settings in this section directly affect image's quality. By definition, image quality settings also affect image rendering speed. 


3Delight's Quality render settings.


Shading Samples

The amount of rays, per pixel, the renderer will trace to perform shading computations. These computations include BRDF sampling, light sampling, subsurface sampling, transparency and any other shading element requested by the Materials. 3Delight uses an adaptive algorithm to automatically select the right shading component to sample, on a per-ray basis.  

This is the only samples settings in 3Delight for Maya as there are no per-material, per-light or per-BRDF settings.


Pixel Samples

The amount of Camera rays to trace per pixel. This controls the anti-aliasing (AA) quality of the rendered image. 

In 3Delight, screen sampling and surface shading are disconnected. In other renderers, increasing the amount of "AA" samples will also increase the amount of shading samples, not so in 3Delight. This allows for consistant control over rendered quality.


Pixel Filter
Filter Width

These two parameters select the shape and the size of the screen filter. The available filter types are : gaussian, mitchell, catmull-rom, sinc, box and triangle.  We recommend to use the gaussian pixel filter with a filter width of 2 as this will produce optimal quality.

The mitchellcatmull-rom and sinc filter are legacy filters that were suitable in scanline renderers (such as REYES algorithms) in which sharpening was used to compensate for the blur introduced by the lack of shading samples per pixel. In a path-tracer, every camera ray contributes to shading and renders are crisp by default. Using these sharp filters in a context of a path-tracer is thus counter productive. Note that these filters need to have filter widths larger than 4 in order to work as designed.

The box and triangle filtler are provided for completeness.


Motion Blur

Enables motion blur for the entire scene. By default, 3Delight will use a 2 step motion blur.


Max Diffuse Depth

Sets the maximum depth a diffuse ray can have. Diffuse depth count is incremented each time a ray hits a diffuse surface.

Max Reflection Depth

Sets the maximum bounces a reflected ray can reach. Reflection occurs when a ray bounces in the same hemisphere as the surface normal. Reflection rays include both mirror reflection and soft reflections due to rough surfaces. Setting this value to 0 will diable reflection bounces.

Max Refraction Depth

Sets the maximum bounces a refracted ray can reach. Refraction occurs when a ray bounces in the opposite hemisphere of the surface normal. Refraction rays include "hard" refraction and soft refracton due to rough surfaces.

Max Hair Depth

Sets the maximum depth a hair ray ray can have. Hair depth count is incremented each time a ray hits a surface with a Hair and Fur material applied.

Max Distance



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