Notch Notch Manual 1.0
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Standard Renderer

Standard Renderer

The default and fastest renderer.

image

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

ParameterDetails
AntialiasingThese options allow for different methods of reducing aliasing. For more, see our page on Anti-Aliasing.
  • MSAA : Samples geometry edges eight 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.
Depth Of FieldControl 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.
  • Off : No depth of field will be applied.
  • On : A simplified post-process based blur based on the z depth of objects in the scene. Fast, but often inaccurate, and incompatible with alpha based content (fields, particle sprites, etc).
Motion BlurControl 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.
  • Off : No motion blur is generated.
  • On : The motion vectors in the scene are analysed, and a directional blur is applied to the scene based on those vectors. Fast, but often inaccurate, and incompatible with alpha based content (fields, particle sprites, etc).
LightingControl whether the scene evalues lighting in the scene.
  • Auto : Lighting will be evaluated based on the presence of light in the scene. If no lights are added, or existing lights are inactive, the scene will be treated as unlit.
  • On : Lighting will always assumed to be on.
  • Off : Lighting will always be ignored.
ReflectionsControl how reflections are rendered in the scene.
  • Screen Space : Reflections are generated by evaluating the normals of all the reflective surfaces, and tracing rays in screenspace until they intersect with another surface. A post blurring pass is added to simulate roughness, which can vary per pixel. If no surface is found, existing screen space information can sometimes be stretched to fill the missing pixels, until it has to default to specular reflections. Fast, but inaccurate and limited by what can be seen in the viewspace.
  • Off : Only the specular reflections from lights are generated, including skylights and specular point, spot, and area light reflections.
RefractionsControl 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 DistanceSet a limit for the displacement refractions can apply. Useful for some edge cases where the refractions can be too inaccurate.
ShadowsControl how shadows are generated for all lights in the scene.
  • Shadow Maps : Shadow maps are generated by rendering the scene from the lights viewpoint at a set resolution, storing the depth, and projecting the result back onto the surfaces. If the distance to the light is greater than the distance in the lights depth map, it is shadowed. These shadows are fast to generate, but limited in both resolution and distance. Further away lights use lower shadow map resolutions, and are cut off after a certain distance.
  • Off : No shadows are generated.
Shadow Map ResolutionThe resolution of the shadow maps for all the shadow casting lights in the scene.
Max Output LuminanceSet a limit for the brightest possible value a pixel can contain, mainly applicable for HDR content.
Ambient OcclusionSimulates natural shadowing that occurs in corners and crevices of a scene, by darkening those areas. Useful for exaggerating detail in a scene.
  • SSAO : Generates ambient occlusion using screen space data from the G-Buffer. Fast and reasonably accurate, but can generate erroneous shading around object edges thin structures.
  • 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.
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.
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
Refraction Max DistanceTBCTBC