Rendering Properties

发布于:2024-09-04


Ray-Traced Rendering Properties

Quality

You can choose from 【Medium, High, Ultra, or Custom】 quality levels.
Higher render quality produces higher image fidelity but requires longer rendering time.

Max Ray Depth

"Max Ray Depth" refers to the maximum recursion limit for how many times a light ray can be reflected by mirror or glossy surfaces in the scene.
Threshold range: 3–16.

  • When a ray hits a reflective surface, it continues to bounce, reflecting or refracting off other surfaces. This setting tells the renderer how many bounces to calculate before terminating the ray.

    It affects:

  • Realism of glossy/shiny materials, such as glossy PU, patent leather, PVC, metal buttons, sequins, or coated logos, showing layered reflections.

  • Mutual reflections, e.g., sequins reflecting one another or metal parts reflecting nearby elements.

  • Noise & performance: Higher values yield more realism but also increase sampling load, rendering time, and may introduce noise or "fireflies" (mitigated via denoising or highlight clamping).

Denoiser

When enabled, noise reduction is automatically applied.

Denoiser uses algorithms to remove visual noise caused by insufficient ray sampling, excessive reflections/refractions, etc., resulting in a cleaner and smoother rendered image.

Ground Shadow

When enabled, shadows will appear on the ground in the final render. If disabled, no ground shadows are rendered.

Displacement

Displacement uses a displacement map to physically deform a surface’s geometry, creating real height and depth—not just visual illusion.
Unlike normal or bump maps, displacement alters the actual mesh for more realistic contours and shadows.

Hair/Fur

Smart LOD

Automatically adjusts hair complexity (density/detail) based on camera distance, viewing angle, and hair attributes.

Reserve Ratio

Defines the percentage of actual hair retained under Smart LOD. Range: 0.00–1.00.

Simplified Shading

A lightweight hair rendering mode that disables advanced effects (real lighting, translucency, etc.), using flat or simple shading to improve real-time preview performance.

Rebuild

After adjusting hair rendering parameters, click "Rebuild" to regenerate the hair structure and update it in the viewport.

Post Processing

Auto Exposure

Automatically adjusts exposure based on overall scene brightness for balanced results.
Recommended to disable for final rendering and use manual settings instead.

Exposure Compensation

Manual brightness adjustment on top of base exposure.

Range: -100 to 100 EV (Exposure Value)

Texture Enhancement

Boosts texture contrast and clarity.
Range: 0–100
Higher values make fabric textures, wrinkles, patterns more pronounced but may introduce harshness or noise if overused.

Saturation

Controls the intensity of colors.

  • Higher saturation → more vivid colors

  • Lower saturation → muted or grayscale (0 = black & white)

Color Temperature

Adjusts the image tone toward cooler (blue) or warmer (yellow) tones.
Unit: Kelvin (K); Range: -100 to 100

Contrast

Controls the visual difference between bright and dark areas.
Range: -100 to 100

Advanced

Resets all post-processing adjustments to default (zeroed out).

Camera Effect

Physical Camera

Depth of Field

Controls the depth-of-field blur outside the focal area.
Range: 0–100
Helps focus on the garment while softly blurring the background.

Focus by Click

Click on the viewport to set the focus point. Requires "Physical Camera" to be enabled. Works with "Depth of Field" for enhanced depth-of-field.

Auto Focus

Automatically determines focus distance based on the object at the center of the camera view.

Focus Distance

Sets the precise distance from the camera to the focal point.
Requires Auto Focus to be disabled.
Range: 50–100000 (unit: mm or cm depending on software)

Bloom

Intensity

Controls the brightness of the bloom effect. Enhances shine/glow in materials like sequins, metals, silk, or direct light sources.

  • Higher value → brighter and more visible glow

  • Lower value → softer or no glow

Range

Defines the brightness level that triggers bloom.

  • Wider threshold → more areas will glow (including mid-bright zones)

  • Narrower threshold → glow is limited to very bright spots

Radius

Controls the spread or softness of the bloom glow.

  • Larger radius → softer and more atmospheric glow

  • Smaller radius → sharper and more focused glow around edges

Oddline Rendering

Rendering

Quality/Finish

Condition

Rendering Quality

You can choose from 【Medium, High, Ultra, or Custom】 quality levels.
Higher render quality produces higher image fidelity but requires longer rendering time.

Noise Threshold

Rendering completes when noise level drops below this value.
A higher threshold results in more visible noise in the final image.

Max Render Time (min)

Rendering will stop once the specified time limit is reached.

Bounce

Same as "Max Ray Depth"

Denoise

Enable to apply denoising to the rendered image.
Recommended to use a higher noise threshold to speed up rendering and rely on denoising to clean up the result.
Note: Denoising may cause detail loss and image artifacts, so it’s not recommended for high-detail renderings.
Only available on NVIDIA GPUs.

Ground Shadow

When enabled, the rendered image includes a ground shadow.
When disabled, no shadow appears on the ground.

Mipmap

MIPMAP (Multum in Parvo Map) is a texture optimization technique that pre-generates multiple levels of a texture at decreasing resolutions (typically ½, ¼, ⅛, etc. of the original size).

At render time, the renderer automatically selects the appropriate texture resolution based on the object’s distance to the camera or screen size:

  • Low-res textures are used for distant objects

  • High-res textures are used for close-up views

This improves rendering efficiency and reduces aliasing.

Device

CPU

Uses the Central Processing Unit to calculate images.

  • Relies on a few powerful general-purpose cores

  • High precision, better at handling complex instructions and large data sets

  • Well-suited for ray tracing and high-detail tasks

  • Slower rendering speed compared to GPU

Configurable usage levels: 30%, 50%, 70%, 90%, 100%

GPU

Uses the Graphics Processing Unit for rendering.

  • Features hundreds or thousands of parallel cores

  • Superior for large-scale pixel computations and real-time previews

  • Very fast rendering speeds

  • Limited performance for certain advanced operations (e.g., double-precision floating point)

  • Requires high memory bandwidth

Camera Effect

Physical Camera

Depth of Field

Controls the depth-of-field blur outside the focal area.
Range: 0–100
Helps focus on the garment while softly blurring the background.

Focus by Click

Click on the viewport to set the focus point. Requires "Physical Camera" to be enabled. Works with "Depth of Field" for enhanced depth-of-field.

Auto Focus

Automatically determines focus distance based on the object at the center of the camera view.

Focus Distance

Sets the precise distance from the camera to the focal point.
Requires Auto Focus to be disabled.
Range: 50–100000 (unit: mm or cm depending on software)


Submit Feedback