Notch Notch Manual 1.0
 Light | Dark
Smart Tracer

Smart Tracer

The hybrid real-time and offline renderer.

image

Method #

This node is our hybrid real-time renderer, utilising hybrid raytracing and deferred rendering to render a high quality image in real time.

Suitable for rendering 3D content offline with any hardware, and real-time with powerful enough hardware.

Parameters

ParameterDetails
Max Refine StepsThe max number of refine steps per frame. Greater steps improve overall quality in the scene, but not suitable for realtime content.
Pre-Refine First FrameWhen 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.
Diffuse DepthHow many bounces of Diffuse lighting is used. More bounces can increase the brightness in dark areas of the scene, but will have deminishing retuns at greater values.
Glossy DepthHow many bounces of Specular lighting are used. More bounces may be necessary in scenes with lots of clean glass or mirrors, but in scenes with lots of rough surfaces lower values can be used to improve performance.
Refraction DepthHow many refractive are used. Similar to glossy depth, more bounces may be necessary in scenes with lots of glass, but in scenes with no glass or lots of rough glass lower values can be used to improve performance.
DOF + Motion BlurControl the Depth Of Field and Motion Blur rendered from the camera. The properties for the can be controlled from the Camera node.
  • PostFX : Uses a Post-FX based Motion Blur and Depth of Field techniques available on the standard and Hybrid renderers. Much faster, but not as accurate.
  • Raytraced :
AntialiasingThese options allow for different methods of reducing aliasing. For more, see our page on Anti-Aliasing. Only compatible with PostFX mode.
  • DLSS : Uses Nvidias DLSS to resolve aliasing. Often works faster than FSAA, but can introduce artfacts.
  • Temporal : Applies a subpixel jitter applied to the camera, and averages the result over time. Decent AA results for a relatively small cost, but can make scenes appear blurry or jittery in some cases.
  • FSAA : Samples every pixel multiple times per rendered frame, greatly improving AA and also smoothing out some temporal artefacts. Not suitable for live output, but perfect for video and stills.
  • Off : No anti-aliasing is applied.
DLSS ResolutionChange the resolution the scene is rendered at before being passed to DLSS for anti-aliasing. Only functions with DLSS selected for the antialiasing method.
  • 100% : The project stays at the same resolution, so DLSS is prmarily used in reducing aliasing.
  • 50% : The project is run at half resolution, then passed to DLSS for upscaling and antialiasing. This can dramatically improve performance, but can introduce artefacts.
RefractionsControl how refractions are rendered in the scene.
  • Rough Raytraced : Fully raytraced method which generates accurate results, but can take longer to refine.
  • Raytraced : A simple screen space method which gives accurate results quickly, but doesnt handle roughness.
  • Off : No refractions are applied, so refractive surfaces won’t appear in the scene.
Refraction Max DistanceSets a maximum amount a material can be refracted. Useful for limiting some of the artefacts from the simpler refraction modes.
Ambient OcclusionSimulates natural shadowing that occurs in corners and crevices of a scene, by darkening those areas. Useful for exaggerating detail in a scene.
  • Raytraced : Raytraces AO with a few samples, then denoises for a smooth result. Gives great and accurate results, but slower than the other methods.
  • Off : No Ambient Occlusion is generated.
AO Blend ModeControls how the generated Ambient Occlusion is applied to the scene.
  • Multiply : The Ambient Occlusions is multiplied against the scene after all the lighting passes have been generated.
  • Replace : Replaces the current lighting with that of the Ambient Occlusion. Useful for getting a simple clay render of the scene.
  • Add : Adds the Ambient Occlusion lighting on top of the lighting of the scene, brightening all areas except the areas the ambient occlusion is applied.
AO Blend AmountHow much the chosen blend mode is applied into the scene. Doesn’t apply to replace blend mode.
AO DistanceControls 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 CurveControls 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.
Max Output LuminanceSets 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.
Diffuse Bounce MultiplierBoost 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.
Scene ScaleControls the density of the generated irradiance cache. Higher values can improve accuracy to a point, but this shouldn’t be used as a straight quality slider.
ScatteringControl how Light Scattering is applied in the scene.
  • On : Uses a full scattering model, handling shadows and adding the ability to add smoke to the scattered light.
  • Off : No light scattering is generated in the scene.
Scattering IntensityMultiplier on top of the global scattering density. Useful for adjusting the density globally without going to all the individual lights.
Emissives ScatteringControl how much emissive materials contribute to light scattering.
Smoke DensityApplies a simple noise pattern over the scattering generated, giving an appearance of smokiness. Useful for generating a mysterious lighting effect.
Smoke ScaleChanges the scale of the smokiness parameters
Smoke SpeedHow quickly the generated smoke is animated in the scene.

Inputs

NameDescriptionTypical Input
Max Output LuminanceTBCTBC
Diffuse Bounce MultiplierTBCTBC
Probe Separation DistanceTBCTBC
Motion ResponsivenessTBCTBC
Refraction Max DistanceTBCTBC
AO DistanceTBCTBC
AO Blend AmountTBCTBC
AO Falloff CurveTBCTBC