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Illumination Mode
Set the default lighting mode for interactive and stillframe antialiasing of materials.
Precomputed - Does not compute direct reflection, refraction, or any other sophisticated visual effect.
Precomputed + Reflections - Comparable to VRED OpenGL rendering mode, this uses precomputed ambient occlusion and indirect illumination for rendering and calculates specular reflections and refractions and correct shadows from light sources.
Precomputed + Shadows - Uses precomputed image-based lighting and indirect illumination, but does not use precomputed ambient occlusion values. Instead, it calculates shadows based on the active environment.
Precomputed + IBL - Uses precomputed indirect illumination and samples the environment.
Full Global Illumination - Does not use any precomputed values, however, it accurately samples the global lighting distribution in a physically-based approach. Some features like Photon Mapping require the render mode to be set to Full Global Illumination.
Photon Tracing
Calculate the global illumination in a scene. The default VRED method, full global illumination, provides high-quality results, but may require longer calculation times. Photon Tracing can reduce the time required to render a clean image, especially indoor scenes.
The most common photon tracing mode used is Indirect Only. Caustics + Indirect mode calculates indirect illumination and caustics, due to specular materials in a scene.
Photon tracing is useful in interior scenes. In exterior scenes, most light illuminates the scene directly, so the VRED default mode of full global illumination is likely to offer better performance.
The number of photons emitted is not the same as the number of photons stored. If a photon misses the scene, it is not stored. A photon bouncing several times in a scene might be stored more than once. To keep the number of emitted photons as low as possible, place any light emitters in a way that most photons hit the scene.
When using final gathering, scenes may suffer from light leaks, if the photon radius is too large. Light leaks result mainly from bad geometry in architectural scenes. An example would be the interior of a room illuminated through a window, with the walls being modeled as simple planes. Any geometry near the wall would get light from outside the room, since there is no actual wall thickness. The solution would be to model the outer walls, as well. Reducing the lookup radius may also fix the problem, but may require shooting more photons into the scene.
Final gathering may also show problems in scenes with strong indirections, where the scene is primarily illuminated by light, resulting from reflections off a wall. In these situations, disabling final gathering may give you a cleaner result.
Final Gather Refresh - If Final Gather Quality is set to 1 or higher, the update frequency of the photon map can be set. By default, photon maps are updated for each image sample, sending many photons into the scene. If Final Gather Quality is set to Off, it is often enough to update the photon map only once per frame and use it for each image sample to reduce the render times.
On Each Sample - Updates the photon map for each image sample. This is the default setting, since it also works for scenes with animated objects that may otherwise cause flickering.
On Scene Change - Updates the photon map once per frame, unless motion blur is activated. Since caustics require many photons, the caustic map will still be updated for each sample, while the indirect illumination photon map can only update once. This setting often results in the best rendering performance, but requires a much higher photon count to receive artifact-free results. This is particularly true when rendering scenes with animated objects, where the result may flicker in regions with a low photon count. Because of this, this mode should only be used for scenes with static geometry and materials.
IBL Sampling Quality
Specifies the number of rays used to sample the environment map. More rays give higher quality, but require more time.
Reflection/Refraction Sampling Quality
The same principle as IBL Sampling Quality applies; set the number of rays used for sampling.
Volume Quality
Defines the properties of the volume, such as how far it travels.
Max Quality - Sets the global volume maximum quality by determining the distance to traverse each volume. This setting acts as a limit for the combined visual quality of all volumes along each view ray. In most cases, a value between 1 and 100 is sufficient. If the total number required to traverse volumes exceeds the maximum quality, things are adjusted accordingly. Increasing this value improves the quality, but also decreases performance and even can cause a driver crash.
Interactive Depth - Sets the interactive amount of volumes that each ray may encounter.
Still Frame Depth - Sets the still frame amount of volumes that each ray may encounter.
Trace Depth
Defines how many interactions (such as reflect and refract) a ray has before it terminates. Higher numbers mean higher quality.
GPU Raytracing
As of 2022.2, Multicast Stereo is used for GPU raytracing. It renders the scene from two different viewpoints, distributing the rendering workload across two GPUs. If you use VRED Design and an OpenVR HMD or Oculus Rift, use this setting.