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Lighting - Arnold for Katana

Global Light Samples

When enabled, the light sample settings on individual lights are ignored and the overall contribution of all lights together is computed using only the specified number of samples.

Note:

It does not apply to environment, directional lights, volumes, and GPU rendering.

Luminaire Bias

Sets a distance offset for shadow rays to prevent a light becomes an occluder itself.

Nested Dielectrics

Enables the nested dielectrics system for IOR tracking in scenes with adjacent dielectrics. Defaults to on.

Stochastic Volume Interpolation

The tricubic interpolation mode of AiVolumeSampleXXX() calls, such as those used by the standard_volume shader, uses a stochastic method of interpolation that greatly reduces the amount of voxel data read in each sample call. This can speed up rendering by as much as 20% in assets such as the WDAS cloud data set.

Note:

Note that this technique does not always produce a perfectly matching image as a result, and can be toggled via the stochastic_volume_interpolation render option (default is on).

Ray Depth

Ray Depth allows you to configure settings that limit the ray recursion based on ray type. Higher values will increase render time.

Environment

Background

You can drag a material location to this parameter, which material defines the shader to be run when rays hit the background.

Note:

Note that it is preferred instead to use a skydome_light instead to generate a background, and there is an additional shader slot for background rays there.

Note:

Note that KtoA defaults to a background that is invisible to camera rays, as that is the typical workflow for images with compositing as their destination.

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