Contains infrequently used render settings, including settings for memory and performance, framebuffer settings, and various overrides.
Select from the following ways for Turtle to distribute tiles over the image plane:
A way for Turtle to achieve maximum coherence, the fastest rendering time possible.
A good way to get an early feel for the whole picture without rendering everything.
A smaller tile gives better ray tracing coherence but more inefficient shading. There is no 'best setting' for all scenes.
Turtle uses specialized vector instructions to speed up the rendering. The cost is higher memory usage. Turn off SSE/AltiVec if Turtle starts swapping memory.
Enables use of instanced geometry, which saves memory. If disabled all instanced shapes will get a separate copy of the geometry, which might decrease render time, but increases memory usage.
If this box is checked the alpha channel value is premultiplied into the color channel of the pixel.
Turtle renders everything in linear intensity space (not gamma corrected). This means Turtle assumes that all colors selected as inputs on Maya shaders are treated as linear, the same applies to all file textures. The output image produced by Turtle is also in linear space. If this is not desired Gamma Correction can be automatically applied to the input colors and textures, and to the output image.
For example, if the file textures are in gamma 2.2 and the resulting image needs to be in gamma 2.0, setting input gamma to 2.2 transforms the input textures from 2.2 to 1.0 (linear space). Setting output gamma to 2.0 transforms the rendered image from gamma 1.0 (linear) to 2.0.
If some file textures are in linear space, input gamma correction can be individually disabled on the file texture nodes. HDRI file formats such as OpenEXR and Radiance HDR are always treated as linear.
Gamma correction, both input and output, applies to all render modes including Vertex Baking.
Gamma correction is designed to correct colors with intensities between 0.0 and 1.0 between different display devices. Maya lets you set color values with any possible brightness, but this leads to very unpredictable results as a relatively limited color value can still be boosted to huge values by the gamma correction. Try to keep colors limited, and use Intensity sliders where available, as scalar values are never gamma corrected. This ensures that the color you see on your monitor transfers correctly to linear color space, and still has the boost in intensity that you want.
Selects the gamma space that input colors are assumed to be in.
Converts the colors to SRGB when showing them. This is similar, but not identical to gamma 2.2.
Forces Turtle to mirror tangent and binormal when UV has odd winding direction.
Orthogonalize tangent space basis vectors (tangent, binormal and normal) at every vertex.
Normalize tangent space basis vectors (tangent, binormal and normal) at every vertex.
Orthogonalize tangent space basis vectors (tangent, binormal and normal) at every intersection point.
Normalize tangent space basis vectors (tangent, binormal and normal) at every intersection point.
Prints error messages.
Prints warning messages.
Prints benchmark information.
Prints progress information.
Prints info messages.
Prints verbose information.
Prints debug information. Used for development purposes.