Data Fields
AtRenderUpdateInfo Struct Reference

Additional useful information about the render, received in the render callback. More...

#include <ai_render.h>

Data Fields

AtRenderSession * render_session
 Pointer to the render session that is being executed (in case the callback is used for several render sessions)

 
AtDisplayOutput outputs_to_display
 Whether the outputs to be shown are none, partial, interactive, or all outputs

 
uint32_t pass_index
 The pass number we're on out of the total number of passes, useful for indicating progress to the user

 
uint32_t total_passes
 The total passes we expect to render, assuming no interruptions or errors

 
int32_t current_AA_samples
 The actual AA_samples for the current pass (options.AA_samples remains the original value)

 
int32_t current_AA_samples_max
 The actual AA_samples_max for the current pass (options.AA_samples_max remains the original value)

 
int32_t current_GI_diffuse_samples
 The actual GI_diffuse_samples for the current pass (options.GI_diffuse_samples remains the original value)

 
int32_t current_GI_specular_samples
 The actual GI_specular_samples for the current pass (options.GI_specular_samples remains the original value)

 
int32_t current_GI_transmission_samples
 The actual GI_transmission_samples for the current pass (options.GI_transmission_samples remains the original value)
 
int32_t current_GI_sss_samples
 The actual GI_sss_samples for the current pass (options.GI_sss_samples remains the original value)

 
int32_t current_GI_volume_samples
 The actual GI_volume_samples for the current pass (options.GI_volume_samples remains the original value)

 

Detailed Description

Additional useful information about the render, received in the render callback.

This provides additional information for the render host to decide what to show such as bucket corners, do special handling during fast interactive passes, and so on. It also reports the actual sample settings for a given pass, as fast interactive passes may have degraded (lowered) the sample settings in order to achieve higher interactivity. The final pass will always use the original sample settings, however.


The documentation for this struct was generated from the following file:

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