Skip to content

Photon Tracing ​


The Photon Tracing kernel is designed to render caustics approximately 1000x faster and with less noise that the existing PMC kernel and using a novel GPU photon mapping and path guide approach. The Photon Tracing kernel produces more realistic imagery, considering how light interactions effect our perception of realism, than the Path Tracing kernel. The PMC kernel can be even more realistic, but at a significant time penalty required to resolve noise.

Render Kernel — photon Tracing

Max Samples ​

The number of samples per pixel that will be calculated before rendering is stopped.

Diffuse Depth ​

The maximum path depth for which diffuse reflections are allowed.

Specular Depth ​

The maximum path depth for which specular reflections/refractions are allowed.

Scatter Depth ​

The maximum path depth for which scattering is allowed.

Max Overlap Volumes ​

How much space to allocate for overlapping volumes. Ray marching is faster with low values but you can get artefacts where lots of volumes overlap.

Ray Epsilon ​

Shadow ray offset distance.

Filter Size ​

Film splatting width (to reduce aliasing).

Alpha Shadows ​

Enables direct light through opacity maps. If disabled, ray tracing will be faster but renders incorrect shadows for alpha-mapped geometry or specular materials with "fake shadows" enabled.

Caustic Blur ​

Caustic blur for noise reduction.

GI Clamp ​

GI clamp reducing fireflies.

Nested Dielectrics ​

Enables nested dielectrics. If disabled, the surface IORs not tracked and surface priorities are ignored.

Irradiance Mode ​

Render the first surface as a white diffuse material.

Max Subdivision Level ​

The maximum subdivision level that should be applied on the geometries in the scene. Setting zero will disable the subdivision.

Photon Depth ​

The maximum path depth for photons.

Accurate Colors ​

If enabled colors will be more accurate but noise will converge more slowly.

Photon Gathering Radius ​

The maximum radius where photons can contribute.

Photon Count Multiplier ​

Approximate ratio between photons and camera rays.

Photon Gather Samples ​

Maximal amount of photon gather samples per pixel between photon tracing passes. This is similar to max. tile samples, but it also affects the quality of caustics rendered. Higher values give more samples per second at the expense of caustic quality.

Photon Exploration Strength ​

The higher this value, the more the photon sampling is influenced by which photons are actually gathered.

Alpha Channel ​

Enables a compositing alpha channel.

Keep Environment ​

Keeps environment with enabled alpha channel.

C4D Light Linking ​

Enables the use of Cinema 4D's ability to Include or Exclude scene objects from the illumination of the light, via the Project tab in the Light Object Attribute Manager panel.

AI Light ​

Enables AI light.

AI Light Update ​

Enables dynamic AI light update.

Light IDs Action ​

The action to be taken on selected lights IDs.

Light IDs ​

Globally enable or disable light IDs. A combination of flags in the LightPassMask enum.

Light Linking Invert ​

Inverts the light linking behavior for selected light IDs. A combination of flags in the LightPassMask enum.

Path Term Power ​

Path may get terminated when ray power is less than this value

Coherent Ratio ​

Runs the kernel more coherently which makes it usually faster, but may require at least a few hundred samples/pixel to get rid of visible artifacts.

Static Noise ​

If enabled, the noise patterns are kept stable between frames

Parallel Samples ​

Specifies the number of samples that are run in parallel. A small number means less parallel samples and less memory usage, but potentially slower speed. A large number means more memory usage and potentially a higher speed.

Max Tile Samples ​

The maximum samples we calculate until we switch to a new tile.

Minimize Net Traffic ​

If enabled, the work is distributed to the network render nodes in such a way to minimize the amount of data that is sent to the network render master.

Adaptive Sampling ​

Stops rendering clean parts of the image and focuses on noisy parts.

Noise Threshold ​

A pixel treated as noisy pixel if noise level is higher than this threshold. Only valid if the adaptive sampling or the noise render pass is enabled

Adaptive Samples ​

Minimum number of samples per pixel until adaptive sampling kicks in. Set it to a higher value if you notice that the error estimate is incorrect and stops sampling pixels too early resulting in artifacts. Only valid if adaptive sampling is enabled.

Sampling Pixel Group ​

Size of the pixel groups that are evaluated together to decide whether sampling should stop or not.

Adaptive Sampling Exposure ​

The expected exposure should be approximately the same value as the exposure in the imager or 0 to ignore this settings.

It's used by adaptive sampling to determine which pixels are bright and which are dark, which obviously depends on the exposure setting in the imaging settings. Adaptive sampling tweaks/reduces the noise estimate of very dark areas of the image. It also increases the min. adaptive samples limit for very dark areas which tend to find paths to light sources only very irregularly and thus have a too optimistic noise estimate.

White Light Spectrum ​

Controls the appearance of colors produced by spectral emitters (e.g. daylight environment, black body emitters). This determines the spectrum that will produce white (before white balance) in the final image. Use D65 to adapt to a reasonable daylight "white" color. Use Legacy/flat to preserve the appearance of old projects (spectral emitters will appear rather blue).

Deep Image ​

Render a deep image.

Deep Enable Passes ​

Include render AOVs in deep pixels.

Depth Samples ​

Maximum number of depth samples per pixels.

Depth Tolerance ​

Depth samples whose relative depth difference falls below the tolerance value are merged together.

Toon Shadow Ambient ​

The ambient modifier of toon shadowing.

Compatibility Modes ​

New compatibility modes have been added to Octane that emulate older versions of Octane. Choose the mode that matches the creation of your scene.

2022.1-[R8] — Latest edition.

2021.1 compatibility mode — Volume tracing behavior from versions 2018.1 to 2021.1 is used.

2021.1 compatibility mode (with 4.0 volumes) — Volume tracing behavior from version 4.0 and earlier is used.

2018.1 compatibility mode — Volume tracing behavior from versions 2018.1 to 2021.1 is used. Original pipeline for converting colors to and from spectra and for applying white balance is used (textures with colors outside the sRGB gamut will be rendered inaccurately).

4.0 compatibility mode — Volume tracing behavior from version 4.0 and earlier is used. Original pipeline for converting colors to and from spectra and for applying white balance is used (textures with colors outside the sRGB gamut will be rendered inaccurately). .

OctaneRender® 和 OTOY® 是 OTOY Inc. 的注册商标