Render Settings
The Render Settings section provides additional miscellaneous render settings, including access to AOV settings (figure 1).
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Render Settings |
Figure 1: Render Settings
Render Setting Parameters
AOV Settings - Opens the AOV Settings window used for compositing AOVs.
Viewport Tone Mapping - Defines the color depth to display in the OctaneRender Viewport. Options are LDR: 8-bit, HDR: 32-bit, and HDR Half: 16-bit.
Render Tone Mapping - Defines the color depth for final render output (Render Setup Render Button). Options are LDR: 8-bit, HDR: 32-bit, and HDR Half: 16-bit.
Clay Mode - Grey and color override for all materials.
Premultiply Alpha - Determines the type of premultiplied alpha.
- None: Color channel values are not multipied with alpha channel values.
- Linearized: Color channel values are multiplied with alpha channel values before applying the output color space's transfer function.
- Encoded: Color channel values are multiplied with alpha channel values after applying the output color space's transfer function.
Update Static Geo - Update static geometry (non movable proxy) if it's animated. Note that if one static object is animated, all objects must be re-created (reduce performance).
Notify Objects on Render - Setup objects for rendering. Can be needed for some modifiers or plugin objects when 2 mesh can be created, one simplified for the viewport, and one for rendering. Note that this can be very slow if enabled for all objects. When needed, please use 'Per object' instead, enable it in the Octane Object properties, only for those objects.
Enable Displacement - Enable or disable displacement maps in all materials.
Subsampling - Sets the sub-sampling mode. Valid values are 1: None, 2: 2x2, 4: 4x4.
3DS Max Gamma Hack - A workaround for the lack of separate gamma setup for the render view in 3ds max.
Out of Core Settings
- Enable Out of Core data - Enable Out of Core Memory. This allows using your RAM memory to store any kind of out of core data, like textures and geometry.
- RAM Memory Limit (GB) - Maximum amount of RAM memory to use (in Gigabytes).
GPU Head Room [MB] 512 - Amount of GPU memory to leave free, to allow for the overhead of running the kernels (in Megabytes).
Material Preview SPP - Quality of the preview images in Material Editor (samples per pixel).
Material Preview W/H - Texture size used in 3DS Max Viewports - See also 3DS Max settings in 'Configure Viewports' > 'Display Performance'.
IES Distribution Visualisation
- Generate Visualisation - Display distribution of IES lights in 3DS Max viewport.
- Show as Shape in Shaded Viewports - Display distribution as shape or wireframe.
- Show Max Candela - Display the maximum candela value from the IES file.
- Shape Opacity - Opacity amount, when displaying distribution as a shape.