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Render Methods

Hall scene rendered with global illumination

Hall scene rendered with global illumination. Scene courtesy of Rich O’Brien from SketchUcation.

Rayscaper offers several render methods, from photorealistic global illumination to diagnostic passes for debugging and compositing. Configure render settings in the Render tab.

Rayscaper render settings

The Render tab.

Samples per Pixel: Number of samples calculated per pixel. More samples reduce noise but increase render time. Do test renders at lower resolution to find the right balance for your scene.

16 samples per pixel

Global illumination (GI) simulates physically accurate light behavior, including indirect light bouncing between surfaces. This produces the most realistic results but takes longer to render. Use this for final renders.

GI settings

Global illumination settings.

Max Diffuse Depth: Maximum bounces for diffuse (matte) reflections.

Max Glossy Depth: Maximum bounces for glossy (shiny) reflections.

Max Transmission Depth: Maximum bounces for light passing through transparent materials like glass.

Higher values capture more indirect light but increase render time. The defaults work well for most scenes. Setting values too low results in dark renders.

GI max depth 1

Highlight Clamp: Limits extremely bright pixels (fireflies) that can appear in complex lighting. Set to 0 to disable. The default works for most scenes.

A faster alternative to full global illumination. Uses shortcuts to speed up rendering while still producing good results. Recommended for previews or slower hardware.

Approx GI settings

Approximate GI settings.

Max Transmission Depth: Same as global illumination.

Highlight Clamp: Same as global illumination.

These options simulate indirect lighting without calculating actual light bounces.

No Fake GI

Off: Only direct lighting from light sources. Areas not directly lit appear dark.

Ambient Occlusion: Simulates soft indirect lighting using ambient occlusion. Darkens corners and crevices for added depth. Useful for quick visualization without complex lighting setups.

AO Fake GI options

Ambient occlusion settings.

AO Distance: How far to check for occlusion (0.001-100m). Higher values darken larger areas.

AO Distance 10

AO Strength: Intensity of the darkening effect.

AO Strength 0.1

These methods help debug scenes or create passes for compositing in software like Photoshop or After Effects.

Shows the base color of each surface without lighting or shading.

Albedo

Albedo pass.

Renders only the ambient occlusion effect. Useful as a compositing pass to add depth in post-processing.

AO Distance: How far to check for occlusion (0.001-100m). Higher values darken larger areas.

AO distance 10

Shows surface orientation based on geometry. XYZ normal directions map to RGB colors.

Geometric Normals

Shows surface orientation after smoothing and normal mapping. XYZ normal directions map to RGB colors.

Shading Normals

Visualizes UV texture coordinates. Red = U coordinate, Green = V coordinate. Useful for checking if objects are textured correctly.

Texture Coordinates

UV coordinates.

Shows the world-space XYZ position of each surface as RGB values. Save as EXR to preserve negative values.

World Coordinates

World position pass.