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Jon D edited this page Jul 18, 2016 · 43 revisions

#Introduction# Why advanced settings?

There are render settings that do not belong to any other category or section. They provide access to general optimization as well as changing the overall behavior of the rendering process.


####Wordlist#### Cache is a component that stores data so future requests for that data can be served faster; the data stored in a cache might be the result of an earlier computation, or the duplicate of data stored elsewhere.
Core is the main processing machine inside a computer's central processing unit (CPU). Most modern CPU's have multiple cores.
Recompile is when PRMan for Blender rewrites its output RIB files due to some change in the scene.
RIBs are a type of file that PRMan uses to store information about the scene it is rendering. RIB files can contain geometry information, lights, materials, camera information, animation data, and even references to other RIBs.
Threads are individual tasks that a program executes. With modern CPUs, multiple threads can be run in parallel.





#Advanced# Properties > Render > Advanced


Display Update Interval, this determines how often the image is updated when rendering directly to Blender. Setting this too low may result in slow rendering due to constant disc write activity. Tip: If using the denoise feature while rendering internally, setting this to a high number will help counteract the slowdowns that come from writing the large EXR files that this mode requires.
Import AOV's, when rendering into Blender, activating this will attempt to load any extra AOV outputs into the image editor. This makes them available to the compositor through the image read node.
Shading Rate (float number), a value of one will provide near pixel level details as seen from the render camera. Lower values provide additionally finer details and values above one can be useful for faster preview calculations. May be overridden by attributes found in Properties > Object > Shading and Visibility > Override Default Shading Rate. Please note that in RIS mode, the shading rate mainly affects how an object is tesellated by the renderer, and this typically only comes into play when displacement is used.

Cache Sizes (integer). these settings control the sizes of several caches Renderman uses while rendering. Under most situations these do not need to be altered unless errors are being generated.

Dark Falloff (float number), this feature can potentially speed up rendering by making the integrator spend less time working on darker areas of the image.

Separate Diffuse/Specular Depths, this option only applies to the default Path Tracing integrator. It causes the renderer to track the number of diffuse or specular ray bounces independently of each other. This makes the resulting image more realistic, but can also increase render times.

Sample Motion Blur, if this is enabled, Renderman will blur the areas of the image that are moving from frame to frame. If it is disabled the output image will not be blurred, but the motion will still be calculated and can be output using the dPdtime AOV. This allows for an image to be blurred in post production.

####Pixel Filter#### Gaussian This filter changes each pixels color by averaging it with the surrounding pixels. This is a good all around filter to use although it sometimes blurs out fine detail.
Sinc This filter works to remove high frequency noise while leaving details intact. Can cause ringing artifacts around high contrast areas though.
Box This filter also changes a pixels color by averaging it with the surrounding pixels, but in a different way than Gaussian filtering.
Size X The size of the horizontal region the filter will sample from.
Size Y The size of the vertical region the filter will sample from.

Light Localized Sampling, (enable/disable) This feature is designed to reduce noise in scenes with multiple light sources by enabling a more sophisticated algorithm for choosing which light source is directly sampled at every bounce point.

####Bucket Order#### Random Render boxes will appear across the image in a random order.
Spiral Rendering Render boxes will appear in the center of the image and expand in a clockwise spiral.
Hilber Spacefilling Curve Render boxes will appear in 'groups' across the image.
Reverse Vertical Opposite of vertical, lines move from bottom to top.
Reverse Horizontal Opposite of Horizontal, lines move from right to left.
Vertical Render boxes will move down the image one row at a time top to bottom.
Horizontal Render boxes will move across the image one column at a time left to right.
NOTE:Some render features require specific bucket orders to work correctly. For instance, recovery will not work with Spiral, Hilbert or Random modes. A good rule of thumb is to only use Hilbert, Spiral or Random mode if you are rendering to the 'it' viewer.

####Misc#### Output Stats (enable/disable), used to print detailed rendering statistics to /(Output Directory)/stats.xml after rendering. This XML file can be opened with a web browser such as Google Chrome
Open Last Stats, used to conveniently open statistics file (if it exists).
Open last RIB Scene File, opens the last .rib file generated by the exporter.
Always Recompile Textures (enable/disable). Under normal circumstances the exporter will run the txmake utility only on textures that have changed since the last render. This saves valuable time during the export process. Enabling this checkbox forces the utility to run on each texture every time the render button is pressed.
Cache RIB Generation (enable/disable). Under normal circumstances, the exporter will only generate .rib files for the geometry and/or materials that have been changed since the last render. This can also save time during the export process. Enabling this checkbox forces the exporter to generate .rib files for all objects and materials every time the render button is pressed.
Rendering Threads (whole number), used to limit the amount of processor cores available to the rendering program. A value of -1 will use all cores except one, which may allow better interactivity during rendering. The number 0 will use all available cores and is suggested for final renders.