Hybrid Renderer
Updated: 25 Nov 2024
The renderer for real-time 3D content.Updated: 25 Nov 2024
The renderer for real-time 3D content.This node is the best renderer for real-time 3D content. Heavily based on raytracing, this node can handle everything from global illumination to glass refractions, with various quality settings to tweak the performance to your needs.
These properties control the general rendering features applied to the scene.
Parameter | Details |
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Render Mode | Changes the method used for rendering the visibility buffer, which has a large impact on how the frame is generated.
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Antialiasing | These options allow for different methods of reducing aliasing. For more, see our page on Anti-Aliasing.
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DLSS Resolution | Change the resolution the scene is rendered at before being passed to DLSS for anti-aliasing. Only functions with DLSS selected for the antialiasing method.
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Transparency Sorting | Control the sorting order used for evaluating alpha transparent objects in the scene.
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DOF Quality | Control the Quality of the Generated Depth Of Field. Higher Quality levels will result in a more accurate result, at the cost of performance. |
DOF Sample Amount | Increases the sampling rate for the depth of field. Higher values can mprove the quality at higher blur levels, but impact performance heavily. |
DOF Max Blur | Sets a maximum radius the DOF can blur to. Useful for capping the impact this effect can have on performance, but can introduce artefacts where the blur radius stops increasing at a certain distance. |
Depth Of Field | Control the depth of field rendered from the camera. Useful for drawing focus onto a specific area of the scene. The Blur Amount and Focus Distance can be controlled from the Camera node.
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Motion Blur | Control the motion blur rendered from the camera. Useful for adding smoother and more realistic motion to a scene. The Blur Amount can be controlled from the Camera node.
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Max Output Luminance | Sets a maximum output value when sampling light in the scene. Useful for reducing ‘firefly’ noise in the scene, as further light samples are likely to average out faster, but can reduce the overall lighting accuracy in the scene. |
These properties control how lighting is calculated and affects the scene.
Parameter | Details |
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Pre-Refine First Frame | When the scene is reset, the lighting is allowed to refine a few times before completing the first frame, to generate an accurate result on the first frame. When rendering a video, the scene will be pre-refined automatically on export, regardless of this properties settings. Useful when working on video content and the first frame needs to be match the export but can impact performance when frequently resetting the scene. |
Point Lights | Control how shadows are generated from Omni and Spot lights in the scene.
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Sky + Directional Lights | Control how Sky and Directional Light shadows are generated.
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Area Lights | Control how Area Light shadows are generated. |
Shadow Map Resolution | The resolution of the shadow maps for all the shadow casting lights in the scene. |
Emissives | Control how emissive materials interact with other surfaces in the scene.
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Emissive Quality | Control the Quality of the Emissive lighting in the scene. Higher Quality levels will result in a more accurate and less noisey results, at the cost of performance. |
Shadow Quality | Control the quality of point lights, spotlights, and directionl lights. Higher quality settings generate better quality shadows, but aat the cost of performance. |
Diffuse Bounces | Select the method used to generate diffuse bounce lighting in the scene. These techniques simulate the way light bounces around in the scene before reaching the camera, creating a much more realistic result.
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Diffuse Bounce Quality | Control the resolution the raytraced diffuse bounces are sampled at. Low will process the diffuse bounces at half the render resoltuion, and scale up to fill the render. High processes at the full render resolution. |
Diffuse Bounce Multiplier | Boost the brightness of diffuse bounces in the scene. Useful for artificially brightening unlit areas of a scene without adding extra diffuse bounces, but not accurate and if pushed too far can introduce artefacting and blow up the lighting model as surfaces reflect more light than they absorb. |
Num Diffuse Bounces | Controls how many light bounces the probes will account for when sampling the scene. More bounces increases the quality of the bounce lighting to a point, but does can impact performance heavily. 1 is usually fine for outdoor scenes, 2-3 can fill out lighting in interior scenes, 4+ is often overkill unless you are actively putting lighting in hard to reach areas. |
Probe Separation Distance | When in Probes mode, sets the minimum distance betweeen light probes in the scene. Higher probe densities can improve quality of bounce lighting to a point, but can impact performance and reduce lighting quality if pushed further than necessary. |
Diffuse Bounce Quality | When in Raytraced mode, controls the samples used for generating the irradiance cache. Higher sample counts increase quality, but can negativelty impact performance. |
Show Bounce Data | Shows a debug view of the currently used global illumination data on the scene. Useful for evaluating how global illumination is being generated in the scene.
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Reflections | Control how reflections are generated in the scene.
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Refractions | Control how refractions are rendered in the scene.
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Refraction Max Distance | Sets a maximum amount a material can be refracted. Useful for limiting some of the artefacts from the simpler refraction modes. |
Ambient Occlusion | Simulates natural shadowing that occurs in corners and crevices of a scene, by darkening those areas. Useful for exaggerating detail in a scene.
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AO Blend Mode | Simulates natural shadowing that occurs in corners and crevices of a scene, by darkening those areas. Useful for exaggerating detail in a scene.
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AO Blend Amount | How much the of AO is applied to the scene, via the Blend Mode chosen. Doesn’t apply to Replace Blend Mode. |
AO Distance | Controls how wide the Ambient Occlusion radius is. Lower values tighten the ambient occlusion to smaller areas, larger value can end up darkening the whole object, and in some modes add visible noise. |
AO Falloff Curve | Controls how the weighting of ambient occlusion falls off over distance. Higher values will darken areas of ambient occlusion further, while lower values will lessen the ambient occlusion except in narrow crevices. |
Lighting Far Plane | Controls the distance away from the camera at which lighting will no longer be calculated. Lower values can increase performance in some scenes, but you’ll need to build the scene such that objects outside this range do not need lighting. |
These properties control how light scattering is processed in the scene.
Parameter | Details |
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Scattering | Enable a post-process based scattering on lights in the scene. Only functions if lights have some scattering amount in use. |
Scattering Intensity | Multiplier on top of the global scattering density. Useful for adjusting the density globally without going to all the individual lights. |
Smoke Density | Applies a simple noise pattern over the scattering generated, giving an appearance of smokiness. Useful for generating a mysterious and foggy effect. |
Smoke Scale | Changes the scale of the smokiness parameters. |
Smoke Speed | How quickly the generated smoke is animated in the scene. |
Name | Description | Typical Input |
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Max Output Luminance | TBC | TBC |
Diffuse Bounce Multiplier | TBC | TBC |
Probe Separation Distance | TBC | TBC |
Motion Responsiveness | TBC | TBC |
Refraction Max Distance | TBC | TBC |
AO Distance | TBC | TBC |
AO Blend Amount | TBC | TBC |
AO Falloff Curve | TBC | TBC |