Standard Renderer
Method #
This node is the default renderer for a Notch scene. Best used for fast 2D and 3D content on a single GPU, for high performance or high resolutions.
Parameters
Parameter Details
Antialiasing These options allow for different methods of reducing aliasing. For more about aliasing and anti-aliasing, see here
- MSAA : Samples geometry edges multiple times to reduce aliasing on geometry in the scene. Slows down the more geometry visible in the view.
- 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.
Refractions Control how refractions are rendered in the scene.
- Simple : Refractions are generated from screenspace warping. Super fast, but inaccurate.
- Off : No refractions are applied, so refractive surfaces won’t appear in the scene.
Refraction Max Distance Set a limit for the displacement refractions can apply. Useful for some edge cases where the refractions can be too inaccurate.
Max Output Luminance Set a limit for the brightest possible value a pixel can contain, mainly applicable for HDR content.
Inputs
Parameter | Details |
---|---|
Antialiasing | These options allow for different methods of reducing aliasing. For more about aliasing and anti-aliasing, see here
|
Refractions | Control how refractions are rendered in the scene.
|
Refraction Max Distance | Set a limit for the displacement refractions can apply. Useful for some edge cases where the refractions can be too inaccurate. |
Max Output Luminance | Set a limit for the brightest possible value a pixel can contain, mainly applicable for HDR content. |
Name | Description | Typical Input |
---|---|---|
Max Output Luminance | TBC | TBC |
Refraction Max Distance | TBC | TBC |