Render Options in the Visualization Menu

These rendering options are available from the VRED Visualization menu. Use these debug modes to select the kind of baked light you want to see in your 3D rendering and check what is there. Preview lighting, before baking or check indirect light or lights and shadows.

Raytracing

Sets whether raytracing in the Viewport is off or on (choose CPU Raytracing or GPU Raytracing).

Tip:

Do the same using the following Toolbar options: CPU.

Raytracing Downscale

Sets a level of downscaling to control the quality of the raytracing in the render view (Viewport) by controlling the calculation of the raytracing. Select the downscale quality level. See the Downscale video for more information.

Tip:

Do the same using the Downscale Toolbar option.

Realistic Rendering

In raytracing mode, a selection of different render passes are provided for interactive display. To view composed rendering, choose Beauty Rendering.

Renderpasses Rendering

Allows you to interactively evaluate specific render passes in the viewport. This feature works in raytracing only. You can view the following:

Combined Channels

Turns on the renderpass for the selected channels. Choose from Diffuse IBL, Diffuse Light, Diffuse Indirect, Glossy IBL, Glossy Light, Glossy Indirect, Specular Reflection, Incandescence, Translucency, Transparency Color, and Background Color.

Tip:

These are the same options that can be set in the Render Settings > File Output > Renderpasses section.

Material Channels

Turns on the renderpass for the selected material channels. Choose from Diffuse Color, Glossy Color, Specular Color, Incandescence, Translucency Color, Transparency Color, and Background Color.

Illumination Channels

Turns on the renderpass for the selected illumination channels. Choose from Diffuse IBL Illumination, Diffuse Light Illumination, Diffuse Indirect Illumination, Glossy IBL Illumination, Glossy Light Illumination, Glossy Indirect Illumination, Translucency IBL Illumination, Translucency Light Illumination, Translucency Indirect Illumination, and Specular Indirect Illumination.

Image Processing

Turns on renderpasses for the selected image processing effects. Choose from Fog, Lens Flare, Backplates, and Frontplates.

Tip:

These are the same options that can be set in the Render Settings > File Output > Renderpasses section.

Auxiliary Channels

Turns of renderpasses for the seleced auxiliary channels. Choose from Albedo, Occlusion, Mask, Depth, Material ID, Normal, Camera Normal, Position, and View.

Tip:

These are the same options that can be set in the Render Settings > File Output > Renderpasses section.

Vertex/Face Normal Rendering

Gives visual feedback about the orientation of vertex and face normals, helping you see if a surface is oriented incorrectly. See Working with Normals for how to use this and what the different colors mean.

Normals

Ambient Occlusion Rendering

Shows any subtle variations in lighting and helps you see surface details that would be difficult to discern, so it's great for finding flaws in a surface. If the lighting in our scene is too bright, it can be used to soften it. Toggle this on to see the precalculated ambient occlusion of the scene.

Ambient Occlusion example

Precomputed Illumination Rendering

Shows any baked illumination, whether indirect, direct (like when baking with the Light and Shadows mode), or the sum of both direct and indirect illumination for GPU and CPU Raytracing, as well as OpenGL.

Important:

This is only available for OpenGL rendering and for Raytracing with Precomputed Illumination modes using baked illumination. You cannot view baked illumination while in Full Global Illumination raytracing. But, like with the old Indirect Illumination Rendering mode, you can view a photon map or final gather map (if enabled).

Photon Map

Final Gather

Find this option in the Visualization menu. It was previously called Indirect Illumination Rendering.

Surface Analysis Rendering

Analyzes the quality of a surface. Options of this rendering mode are defined in the Surface Analysis module. See Analyzing Surfaces for activating and adjusting settings.

Surface Analysis Rendering example

Analytic Rendering

Uses a basic shading quality, without distracting reflections. It only uses standard light sources and ignores IBL (image-based lighting).

Analytic Rendering example

Non Photorealistic Rendering

Non photorealistic rendering is an OpenGL render mode, for rendering schematic images. Use NPR shading for outline rendering.

Non Photorealistic Rendering example

Wireframe Rendering

Changes how the scene is rendered in the Viewport. When enabled, everything is rendered in wireframe, reducing calculation time and resource needs. The wireframe color can be set in Edit > Preferences > Render Options > Wireframe.

wireframe rendering

When disabled, everything is rendered as expected.

wireframe rendering disabled

Bake Render Options

Use the Bake Render Options debug modes to select the kind of baked light seen in your 3D rendering and to check what appears. Simulate switching baked lights on and off. See the contribution of the environment during run-time and how environment material controls, like Exposure, will change the illumination of the scene.

When in Precomputed Illumination Rendering mode, if the following options are enabled, you see all the illumination in the scene.

Bake Render Options Dialog

Here are scripts to use with Variant Sets:

How to Turn Geometry Lighting On and Off

Geometry lights are geometry with an incandescent material assigned to it that glows and adds to the illumination of the scene. Use the Bake Render Options to turn geometry source lighting on and off. In the Bake Render Options, enable or disable Separate Illumination. When disabled, you see only the ambient occlusion.

This can also be done via script in the Variant Sets module. In the Scripts tab, you can build a toggle that turns the lights on and off.

setBakeRenderOption(VR_BAKED_SEPARATE_ILLUMINATION, not
getBakeRenderOption(VR_BAKED_SEPARATE_ILLUMINATION))

How to Control the Intensity of the Separate Illumination

Bake white light, such as an ambient light for a door panel, into your scene and change the intensity in real-time.

  1. Create a separate illumination lightmap for the ambient light:

    • For a light, with the light selected, in the Bake Light and Shadows module Bake Settings tab, select Ambient Occlusion and enable Enable Separate Illumination. Click Calculate All.
    • For a geometry light source, with the geometry selected, in the Material Editor, select it material, then in the Incandescence section, enable Bake as Separate Illumination and Use as Light Source (Raytracing Only). In the Bake Light and Shadows module, click Calculate All.
  2. Select Visualization menu > Bake Render Options > Separate Illumination Options to access Intensity.

  3. Use the Intensity slider to change the brightness of all separate illumination lightmap.

Tip:

Change the intensity of the separate illumination lightmaps via Python in the Variant Sets module > Scripts tab, using setSeparateBakeInsensity(1,0), and build variants with it.

How to Control the Color Multiplier for the Separate Illumination Map

Bake white light into your scene, such as an ambient light for a door panel, and change the color with the multiplier in real-time.

Note:

At present, you cannot build light classes to change the intensity or the color multiplier for the separate lights individually and control, for example, a "red" light independent from a "blue".

  1. Create a separate illumination lightmap for the ambient light:

    • For a light, with the light selected, in the Bake Light and Shadows module Bake Settings tab, select Ambient Occlusion and enable Enable Separate Illumination. Click Calculate All.
    • For a geometry light source, with the geometry selected, in the Material Editor, select it material, then in the Incandescence section, enable Bake as Separate Illumination and Use as Light Source (Raytracing Only). In the Bake Light and Shadows module, click Calculate All.
  2. Select Visualization menu > Bake Render Options > Separate Illumination Options to access Color.

  3. Click the color swatch or move the slider to multiply the light with a color to change it.

Tip:

Change the color of the separate illumination lightmaps via Python in the Variant Sets module > Scripts tab, using setSeparateBakeColor(Color3f(0.0, 0.1, 0.1)), and build variants with it.