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Step % | rendstep – Specifies the ray marching step of the camera rays as a percentage of the cell size. As the renderer traces rays through the simulatorSimulator, this value controls how often to get read information from the grid. If this value is more than 100, some cells will start getting skipped and artifacts may appear. If rendering volumetrics with a specific transparency curve, a lower percentage might be necessary so that fine details are not lost. On the other hand, increasing this value increases the rendering speedUsually you don't need to lower this below 90%, unless you use render curves or texture maps for the Fire or Smoke opacity or color - in these cases you might need to lower the step in order to capture the details which are smaller than a voxel, otherwise these detail will either be skipped or will render very noisy. However, decreasing the step will make the render slower. This parameter is used when Mode is set to Volumetric, Volumetric Geometry, Volumetric Heat Haze and or Isosurface modes. See the Step % example below.

Shadow Step % | rendshadstep – Specifies the ray marching step of the rays used to evaluate the lighting (shadow rays) as a percentage of the cell size. Usually, this value can be higher than Step %, as generally shadows will not need so much detail. Increasing the Shadow Step % will also speed up rendering performance, particularly with dome and area lights.  

Border Fade | borderFade – Makes the content near the grid's boundaries more transparent to prevent sharp edges from being rendered. This parameter controls how far from the boundaries the transparent effect should start, in scene units.

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