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Manual 1.0 Manual 0.9.23
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Standard Renderer

Standard Renderer

Updated: 25 Nov 2024

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

These properties control the general rendering features applied to the scene.

ParameterDetails
Render Mode Changes the method used for rendering the visibility buffer, which has a large impact on how the frame is generated.
  • Rasterise : The visibility buffer is rasterized, which means that each object is individually placed in the visibility buffer. This is faster with scenes that have a lower polygon and object count.
  • Raytrace : The visibility buffer is raytraced directly. This is usually better for scenes with higher geometry density.
Antialiasing These options allow for different methods of reducing aliasing. For more, see our page on Anti-Aliasing.
  • Off : No anti-aliasing is applied.
  • 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 MSAA or EdgeAA, 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.
  • Refine : 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.
Resolution Scale Renders the frame at lower resolution, then upscales the image using the nvupscaler. This can dramatically improve performance, but can introduce artefacts. When DLSS Antialiasing is used, DLSS upscaling is used instead.
  • 100% : The project renders at full resolution.
  • 75% : The project renders at 75% resolution before upscaling.
  • 66% : The project renders at 66% resolution before upscaling.
  • 50% : The project renders at 50% resolution before upscaling.
Num Multisamples Number of samples used in the MSAA pass. More samples will reduce aliasing, but can lower performance. Only available with EdgeAA selected as the Antialiasing method.
Post-Process Filter Applies an SMAA pass to the final image, which helps reduce any remaining aliasing in the scene. Only available with EdgeAA selected as the Antialiasing method.
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.
  • 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 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.
  • 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).
Max Output Luminance Set a limit for the brightest possible value a pixel can contain, mainly applicable for HDR content.

These properties control how lighting is calculated and affects the scene.

ParameterDetails
Lighting Control whether the scene evalues lighting in the scene.
  • Off : Lighting will always be ignored.
  • 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.
Shadows Control how shadows are generated for all lights in the scene.
  • Off : No shadows are generated.
  • 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.
Shadow Map Resolution The resolution of the shadow maps for all the shadow casting lights in the scene.
Directional Shadow Far Plane Limits the distance for casting shadows. Only applies to Sky and Directional Lights.
Reflections Control how reflections are rendered in the scene.
  • Off : Only the specular reflections from lights are generated, including skylights and specular point, spot, and area light reflections.
  • 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.
Refractions Control how refractions are rendered in the scene.
  • Off : No refractions are applied, so refractive surfaces won’t appear in the scene.
  • Simple : Refractions are generated from screenspace warping. Super fast, but inaccurate.
Refraction Max Distance Set a limit for the displacement refractions can apply. Useful for some edge cases where the refractions can be too inaccurate.
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.
  • Off : No Ambient Occlusion is generated.
  • SSAO : Generates ambient occlusion using screen space data from the G-Buffer. Fast and reasonably accurate, but can generate erroneous shading around object edges and thin structures.
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.
  • 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 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.

ParameterDetails
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.

Inputs

NameDescriptionTypical Input
Max Output LuminanceTBCTBC
Refraction Max DistanceTBCTBC