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  1. Geometry
  2. Render

Realtime Trace

Realtime Trace renders a Scene, with its geometry, Materials, lights and camera, to a path-traced picture you can watch move. It is the renderer to start with. One sample per pixel is enough. It shares light samples between neighbouring pixels and across frames, then steadies the result with a temporal resolve inside the node. Reconstruct behind it cleans the picture further and can upscale it, but the picture is already viewable without it.

It takes the same Scene as Path Trace and publishes the same ten images, so one can replace the other in a network. Pick Path Trace when you want a still view to converge. Pick Surface Renderer when speed matters more than light bouncing between surfaces. Realtime Trace also has pages Path Trace lacks: Lens for motion blur and depth of field, Medium for fog, and Resolve for its temporal filter.

Place Realtime Trace from the Geometry view of the Voro menu, under Render. On its Scene page, set Scene to a Scene and Scene Mode to Scene. Local and Scene + Local work as they do on Path Trace. Local takes Geometry, Lights and Camera from Realtime Trace’s own fields. Scene + Local adds them to the Scene’s, and a local Camera wins over the Scene’s.

Realtime Trace opens at 1920 by 1080. Pick another size from Preset on the Output page or type it into Resolution.

To denoise or upscale, pulse Add Reconstruct on the Output page. It places a Reconstruct beside the renderer, wires beauty into it and sets it to follow the render’s size. Pulse it again and it selects the Reconstruct that is already attached. Look at Reconstruct’s output from then on.

For a still that keeps getting cleaner, turn on Accumulate.

scene takes the collected scene, including its Sky. Connect an HDR environment image to Sky’s hdr input and select HDR there.

The first ten outputs match Path Trace’s. beauty is the picture. Depth, normal, albedo, motion, specular albedo, specular hit distance, fresh_beauty, view_depth and motion_reset are guides, and Reconstruct reads all ten. Wire beauty into Reconstruct’s beauty and it takes the other nine from the same renderer. A guide you wire yourself is kept.

beauty is the finished picture: resolved, anti-aliased, motion-blurred and passed through Exposure and Display Transform. fresh_beauty is this frame’s picture before the resolve and anti-aliasing, with Exposure applied but no blur or Display Transform. The guides stay linear and unblurred and keep the frame’s sub-pixel jitter, because Reconstruct does its own resolve.

id is the eleventh output and not a guide. Its first channel names the object the camera ray meets first, as its place among the scene’s objects plus 1, and 0 where the ray hits nothing. Glass counts as a hit. The second channel is the placement within that object, 0 when it is not instanced. Use it for mattes, picking and grading one object at a time.

Every output is a GPU float32 image with the bottom row first.

Output:

  • Resolution sets the render size, up to 8192 on each axis. Preset only fills in the two values. A Reconstruct that follows the render follows a resize too.
  • Exposure multiplies the linear image. 1 leaves it unchanged. It is not measured in stops.
  • Display Transform is ACES by default and applies to beauty only. With Reconstruct behind the renderer, apply the view transform once, on Reconstruct’s output. When beauty feeds a compositing chain with its own view transform, set it to Linear.
  • Accumulate makes history unbounded, so a still view converges. Any parameter edit starts it over, and so does Reset Accumulation. Keep it off while you judge motion.

The controls that change quality and speed most, in the order to try them:

  • Resolution.
  • Sky Resolution on the Environment page samples a Physical Sky at Full, Half or Quarter width and height. Half is the default. The output stays full size; lower settings trade cloud detail in motion for speed.
  • GI Resolution on the Lighting page traces indirect light for every pixel, one in two or one in four, and fills in the rest by reuse. On a 4K test room, Half took the indirect pass from 59 to 24 ms and Quarter to 15 ms.
  • Max Bounces sets path length for diffuse and glossy light. Glass Bounces counts glass surfaces separately. A path that runs out inside glass carries no light, so thick or tinted glass darkens when Glass Bounces is too low.
  • Caustics traces light focused through glass and off mirrors. Turn it off in a scene with neither.
  • Radiance Cache stores indirect light in world cells. It is on by default.
  • ReSTIR Candidates and NEE Samples set how many light candidates each pixel and each bounce weighs. More means less grain and more time.
  • Samples Per Frame is designed around 1.
  • History Length and Antilag on the Resolve page set how long the resolve keeps history and how fast it lets go when the light changes.

Lighting and Environment:

  • Direct Lighting and Indirect Lighting switch the two halves of the light. The reuse controls under each set how samples are shared between pixels and frames. ReSTIR Debug shows those stages as pictures and is for diagnosing, not for output.
  • Emissive Sampling picks which glowing triangle a light sample tries. The default, powercdf, weighs area times brightness. Tree favours emitters near and facing the surface. In a scene with many small emitters that means much less grain, at more cost. Path Trace defaults to tree.
  • Select a Sky on the Scene’s Collection page, or on Realtime Trace’s Scene page in Local mode. In Scene + Local, a local Sky overrides the Scene’s Sky. Without a selected Sky, the Environment page’s Fallback Sky supplies a procedural sky and sun. Env Pool Candidates on the Lighting page sets how many environment samples each pixel weighs.

Resolve:

  • Temporal Resolve blends each frame with reprojected history. Variance Clamp and Firefly Clamp keep that history from holding stale or overly bright values.
  • Anti-aliasing smooths edges over time. It needs Jitter Phases on the Integrator page above 0.
  • Spatial Filter and Filter Iterations smooth pixels whose history is still short, without crossing edges.

Medium and Lens:

  • Medium Mode fills the space with fog: Global everywhere, Box between Box Min and Box Max, or Height Fog, shaped by Height Origin and Height Falloff. Sigma S scatters light, Sigma A absorbs it and Phase g leans the scatter forward or back. Fog Max Dist is how far a ray that hits nothing marches.
  • Volumes draws Unified Volume fields. Tracking Steps, Volume History and Volume Light set their quality and how much they light the scene. Volume Light 1 lights the scene as brightly as the camera sees the volume glow, and 0 turns that off.
  • Shutter is the exposure as a fraction of one frame at Frame Rate: 0 is off, 0.5 a 180-degree shutter, 1 the whole frame. Moving surfaces, the camera’s own motion and volumes with a velocity field all blur. Set Frame Rate to the rate you record at.
  • Aperture Radius opens a thin lens in scene units, 0 being a pinhole. Focus Distance is measured along the view axis. The Bokeh controls shape the blur, and Lens Chromatic splits red and blue toward the frame’s edges.

Style, Points, Lines and Advanced:

  • Shadow Tint multiplies the indirect light that fills shadows. Emission Hype multiplies surface emission, not the sky. Emissive Refl Clamp limits how bright emitters look through indirect paths. Dispersion Hype widens glass dispersion, and Dispersion Softness runs from three hard bands at 0 to a smooth spectrum at 1.
  • Points and Lines set how point and curve geometry draws. Fallback Radius applies to points without a radius of their own. Line Look draws strands lit with their Material, or as energy, a self-lit streamer coloured from Albedo / Low to Ramp High. Toon draws as lit, because authored looks replace the built-in ones. The cull controls drop strands that are off screen or thinner than a pixel.
  • Transmissive Shadows lets glass tint the shadows behind it. Emissive Double Sided makes emissive triangles light from both faces. Light Shadow Bypass lets lights and the sun reach every surface through anything in the way, while glowing surfaces and the sky keep their shadows. It is a diagnostic.

Editing a value never resets the picture’s history. Switching a feature on or off resets it once. A camera cut resets it: a different camera, a turn of more than 45 degrees, a sudden jump, or Camera’s Cut. A resize and Reset Accumulation reset it too.

With no camera selected, nothing falls back to a default. If the Camera field on Realtime Trace and on its Scene are both empty, the render stops with “no effective Camera selected”.

Everything that emits is a light, in the same unit as Path Trace and Light. A Material with emission lights the scene from every triangle it is bound to, from the front face unless Emissive Double Sided is on. Emissive points and lines light what they touch by bounce only. Scene lights, Light operators and authored Light programs all render here.

The Rays page on Geometry, Place and Unified Volume works in Realtime Trace only. Emits Light off keeps an object glowing in frame and in mirrors while it lights nothing. Camera off hides it from view but keeps its shadow and light.

Authored Material looks compile in the node. A bad edit keeps the last good version and reports the error. A few things render differently from Path Trace:

  • A look keyed to the object’s own space follows a moving object here.
  • Looks that draw outlines show them here, for the surface the camera sees first. Seen in a mirror or through glass, they show none.

A Material’s preview renders with Realtime Trace unless you pick another renderer on its Preview page.

Inputs

  • scene scene required

Outputs

  • beauty image required
    RGBAlinear
  • depth image required
    single channel
  • normal image required
    RGBA
  • albedo image required
    RGBA
  • motion image required
    2 channels
  • specular_albedo image required
    RGBA
  • specular_hit_distance image required
    single channel
  • fresh_beauty image required
    RGBA
  • view_depth image required
    single channel
  • motion_reset image required
    single channel
  • id image required
    2 channels

Output

Resolution (Resolution1) Int op('realtime_trace').par.Resolution1
Default:
1920
Range:
16 to 8192
Resolution (Resolution2) Int op('realtime_trace').par.Resolution2
Default:
1080
Range:
16 to 8192
Preset (Preset) Menu op('realtime_trace').par.Preset
Default:
2
Options:
Custom, HD 1280x720, Full HD 1920x1080, QHD 2560x1440, UHD 3840x2160, Square 1080x1080, Square 2048x2048, Portrait 1080x1920, Portrait UHD 2160x3840
Exposure (Exposure) Float op('realtime_trace').par.Exposure
Default:
1
Range:
0 to 8
Display Transform (Displaytransform) Menu op('realtime_trace').par.Displaytransform
Default:
1
Options:
Linear, ACES
Accumulate (Accumulate) Toggle op('realtime_trace').par.Accumulate
Default:
Off
Options:
Off, On
Reset Accumulation (Resetaccumulation) Pulse op('realtime_trace').par.Resetaccumulation
Default:
None

Integrator

Max Bounces (Maxbounces) Int op('realtime_trace').par.Maxbounces
Default:
4
Range:
1 to 16
Glass Bounces (Glassbounces) Int op('realtime_trace').par.Glassbounces
Default:
8
Range:
1 to 32
Samples Per Frame (Samplesperframe) Int op('realtime_trace').par.Samplesperframe
Default:
1
Range:
1 to 16
RR Start Bounce (Rrstartbounce) Int op('realtime_trace').par.Rrstartbounce
Default:
2
Range:
1 to 16
Clamp Radiance (Clampradiance) Float op('realtime_trace').par.Clampradiance
Default:
10
Range:
0 to 1000
NEE Clamp (Neeclamp) Float op('realtime_trace').par.Neeclamp
Default:
0
Range:
0 to 1000
NEE Samples (Neesamples) Int op('realtime_trace').par.Neesamples
Default:
4
Range:
1 to 16
Subsurface Steps (Subsurfacesteps) Int op('realtime_trace').par.Subsurfacesteps
Default:
64
Range:
1 to 256
Jitter Phases (Jitterphases) Int op('realtime_trace').par.Jitterphases
Default:
32
Range:
0 to 256
Path Regularization (Pathreg) Toggle op('realtime_trace').par.Pathreg
Default:
Off
Options:
Off, On
Path Reg Strength (Pathregstrength) Float op('realtime_trace').par.Pathregstrength
Default:
0.15
Range:
0 to 1

Lighting

Direct Lighting (Directlighting) Toggle op('realtime_trace').par.Directlighting
Default:
On
Options:
Off, On
ReSTIR Candidates (Restircandidates) Int op('realtime_trace').par.Restircandidates
Default:
8
Range:
1 to 64
Env Pool Candidates (Envpoolcandidates) Int op('realtime_trace').par.Envpoolcandidates
Default:
2
Range:
0 to 16
Emissive Sampling (Emissivesamp) Menu op('realtime_trace').par.Emissivesamp
Default:
1
Options:
uniform, powercdf, tree
Temporal Reuse (Temporalreuse) Toggle op('realtime_trace').par.Temporalreuse
Default:
On
Options:
Off, On
Temporal M Cap (Temporalmcap) Float op('realtime_trace').par.Temporalmcap
Default:
20
Range:
1 to 64
Spatial Reuse (Spatialreuse) Toggle op('realtime_trace').par.Spatialreuse
Default:
On
Options:
Off, On
Reuse Neighbors (Reuseneighbors) Int op('realtime_trace').par.Reuseneighbors
Default:
4
Range:
0 to 16
Reuse Radius (Reuseradius) Float op('realtime_trace').par.Reuseradius
Default:
12
Range:
1 to 64
Visibility Reuse (Visibilityreuse) Toggle op('realtime_trace').par.Visibilityreuse
Default:
On
Options:
Off, On
ReSTIR Debug (Restirdebug) Menu op('realtime_trace').par.Restirdebug
Default:
0
Options:
Off, Reservoirs, Antilag, GI Winner, Indirect, Direct
Indirect Lighting (Indirect) Toggle op('realtime_trace').par.Indirect
Default:
On
Options:
Off, On
GI Resolution (Giresolution) Menu op('realtime_trace').par.Giresolution
Default:
0
Options:
Full, Half, Quarter
GI Temporal Reuse (Gitemporal) Toggle op('realtime_trace').par.Gitemporal
Default:
On
Options:
Off, On
GI M Cap (Gimcap) Float op('realtime_trace').par.Gimcap
Default:
8
Range:
1 to 64
GI Spatial Reuse (Gispatial) Toggle op('realtime_trace').par.Gispatial
Default:
On
Options:
Off, On
GI Neighbors (Gineighbors) Int op('realtime_trace').par.Gineighbors
Default:
3
Range:
0 to 16
GI Radius (Giradius) Float op('realtime_trace').par.Giradius
Default:
10
Range:
1 to 64
GI Outlier Ratio (Gioutlier) Float op('realtime_trace').par.Gioutlier
Default:
0
Range:
0 to 256
Radiance Cache (Radiancecache) Toggle op('realtime_trace').par.Radiancecache
Default:
On
Options:
Off, On
Cache Cell Size (Cachecellsize) Float op('realtime_trace').par.Cachecellsize
Default:
0.05
Range:
0.001 to 10
Cache Cell Pixels (Cachecellpixels) Float op('realtime_trace').par.Cachecellpixels
Default:
16
Range:
1 to 256
Cache Samples (Cachesamples) Float op('realtime_trace').par.Cachesamples
Default:
16
Range:
1 to 256
Cache Updates (Cacheupdates) Int op('realtime_trace').par.Cacheupdates
Default:
65536
Range:
1024 to 1048576
Cache First Hit (Cachefirsthit) Float op('realtime_trace').par.Cachefirsthit
Default:
0
Range:
0 to 16
Caustics (Caustics) Toggle op('realtime_trace').par.Caustics
Default:
On
Options:
Off, On
Caustic Photons (Causticphotons) Int op('realtime_trace').par.Causticphotons
Default:
524288
Range:
16384 to 4194304
Caustic Cell Pixels (Causticcellpixels) Float op('realtime_trace').par.Causticcellpixels
Default:
2
Range:
0.5 to 64
Caustic Cell Size (Causticcellsize) Float op('realtime_trace').par.Causticcellsize
Default:
0.0005
Range:
0.00001 to 1

Resolve

Temporal Resolve (Temporalresolve) Toggle op('realtime_trace').par.Temporalresolve
Default:
On
Options:
Off, On
History Length (Historylength) Float op('realtime_trace').par.Historylength
Default:
24
Range:
1 to 256
Variance Clamp (Varianceclamp) Float op('realtime_trace').par.Varianceclamp
Default:
2.5
Range:
0 to 16
Firefly Clamp (Fireflyclamp) Float op('realtime_trace').par.Fireflyclamp
Default:
16
Range:
0 to 1000
Anti-aliasing (Antialias) Toggle op('realtime_trace').par.Antialias
Default:
On
Options:
Off, On
Spatial Filter (Spatialfilter) Toggle op('realtime_trace').par.Spatialfilter
Default:
On
Options:
Off, On
Filter Iterations (Filteriterations) Int op('realtime_trace').par.Filteriterations
Default:
2
Range:
0 to 5
Antilag (Antilag) Toggle op('realtime_trace').par.Antilag
Default:
On
Options:
Off, On
Antilag Sensitivity (Antilagsensitivity) Float op('realtime_trace').par.Antilagsensitivity
Default:
64
Range:
0.25 to 256

Environment

Fallback Sky (Envenabled) Toggle op('realtime_trace').par.Envenabled
Default:
On
Options:
Off, On
Sun Direction (Sundirx) Float op('realtime_trace').par.Sundirx
Default:
0.2
Range:
-1 to 1
Sun Direction (Sundiry) Float op('realtime_trace').par.Sundiry
Default:
0.5
Range:
-1 to 1
Sun Direction (Sundirz) Float op('realtime_trace').par.Sundirz
Default:
0.4
Range:
-1 to 1
Sun Intensity (Sunintensity) Float op('realtime_trace').par.Sunintensity
Default:
1
Range:
0 to 20
Sky Intensity (Skyintensity) Float op('realtime_trace').par.Skyintensity
Default:
1
Range:
0 to 4
Environment As Light (Envaslight) Toggle op('realtime_trace').par.Envaslight
Default:
On
Options:
Off, On
Importance Sample (Envimportance) Toggle op('realtime_trace').par.Envimportance
Default:
On
Options:
Off, On
Sky Resolution (Skyresolution) Menu op('realtime_trace').par.Skyresolution

Physical Sky view sampling at full, half or quarter width and height: 100%, 25% or 6.25% of pixels traced per frame. The image stays full size; reduced modes reconstruct from rotating samples and history. Half preserves the current default.

Default:
1
Options:
Full, Half, Quarter

Points

Fallback Radius (Pointradius) Float op('realtime_trace').par.Pointradius
Default:
0.01
Range:
0 to 10
Radius Scale (Pointscale) Float op('realtime_trace').par.Pointscale
Default:
1
Range:
0 to 10

Lines

Line Look (Look) Menu op('realtime_trace').par.Look
Default:
0
Options:
lit, toon, energy
Tube Radius (Radius) Float op('realtime_trace').par.Radius
Default:
0.01
Range:
0.0001 to 10
Radius Mode (Radiusmode) Menu op('realtime_trace').par.Radiusmode
Default:
1
Options:
fixed, pervertex
Color Mode (Colormode) Menu op('realtime_trace').par.Colormode
Default:
1
Options:
uniform, fromcolor
Albedo / Low (Albedor) Float op('realtime_trace').par.Albedor
Default:
0.55
Range:
0 to 1
Albedo / Low (Albedog) Float op('realtime_trace').par.Albedog
Default:
0.72
Range:
0 to 1
Albedo / Low (Albedob) Float op('realtime_trace').par.Albedob
Default:
1
Range:
0 to 1
Ramp High (Colorbr) Float op('realtime_trace').par.Colorbr
Default:
1
Range:
0 to 1
Ramp High (Colorbg) Float op('realtime_trace').par.Colorbg
Default:
0.45
Range:
0 to 1
Ramp High (Colorbb) Float op('realtime_trace').par.Colorbb
Default:
0.12
Range:
0 to 1
Emissive Color (Emiscolorr) Float op('realtime_trace').par.Emiscolorr
Default:
0.3
Range:
0 to 1
Emissive Color (Emiscolorg) Float op('realtime_trace').par.Emiscolorg
Default:
0.7
Range:
0 to 1
Emissive Color (Emiscolorb) Float op('realtime_trace').par.Emiscolorb
Default:
1
Range:
0 to 1
Glow (Emisint) Float op('realtime_trace').par.Emisint
Default:
1.4
Range:
0 to 8
Arc Flow Speed (Flowspeed) Float op('realtime_trace').par.Flowspeed
Default:
0.25
Range:
0 to 4
Roughness (Roughness) Float op('realtime_trace').par.Roughness
Default:
0.35
Range:
0 to 1
Metallic (Metallic) Float op('realtime_trace').par.Metallic
Default:
0
Range:
0 to 1
Cull Off-Screen (Linecull) Toggle op('realtime_trace').par.Linecull
Default:
Off
Options:
Off, On
Cull Sub-Pixel (Linecullpx) Float op('realtime_trace').par.Linecullpx
Default:
0.5
Range:
0 to 4
Cull Hold Frames (Linecullhold) Int op('realtime_trace').par.Linecullhold
Default:
8
Range:
1 to 120

Style

Shadow Tint (Shadowtintr) Float op('realtime_trace').par.Shadowtintr
Default:
1
Range:
0 to 1
Shadow Tint (Shadowtintg) Float op('realtime_trace').par.Shadowtintg
Default:
1
Range:
0 to 1
Shadow Tint (Shadowtintb) Float op('realtime_trace').par.Shadowtintb
Default:
1
Range:
0 to 1
Emission Hype (Emissionhype) Float op('realtime_trace').par.Emissionhype
Default:
1
Range:
0 to 32
Emissive Refl Clamp (Emissivereflclamp) Float op('realtime_trace').par.Emissivereflclamp
Default:
0
Range:
0 to 100
Dispersion Hype (Dispersionhype) Float op('realtime_trace').par.Dispersionhype
Default:
1
Range:
0 to 16
Dispersion Softness (Dispersionsoftness) Float op('realtime_trace').par.Dispersionsoftness
Default:
1
Range:
0 to 1

Medium

Medium Mode (Mediummode) Menu op('realtime_trace').par.Mediummode
Default:
0
Options:
Off, Global, Box, Height Fog
Sigma S (Sigmas) Float op('realtime_trace').par.Sigmas
Default:
0.2
Range:
0 to 16
Sigma A (Sigmaa) Float op('realtime_trace').par.Sigmaa
Default:
0.02
Range:
0 to 16
Phase g (Phaseg) Float op('realtime_trace').par.Phaseg
Default:
0.3
Range:
-0.95 to 0.95
Tint (Mediumtintr) Float op('realtime_trace').par.Mediumtintr
Default:
1
Range:
0 to 1
Tint (Mediumtintg) Float op('realtime_trace').par.Mediumtintg
Default:
1
Range:
0 to 1
Tint (Mediumtintb) Float op('realtime_trace').par.Mediumtintb
Default:
1
Range:
0 to 1
Emission (Mediumemissionr) Float op('realtime_trace').par.Mediumemissionr
Default:
0
Range:
0 to 16
Emission (Mediumemissiong) Float op('realtime_trace').par.Mediumemissiong
Default:
0
Range:
0 to 16
Emission (Mediumemissionb) Float op('realtime_trace').par.Mediumemissionb
Default:
0
Range:
0 to 16
Box Min (Boxminx) Float op('realtime_trace').par.Boxminx
Default:
-2
Range:
-1000 to 1000
Box Min (Boxminy) Float op('realtime_trace').par.Boxminy
Default:
0
Range:
-1000 to 1000
Box Min (Boxminz) Float op('realtime_trace').par.Boxminz
Default:
-2
Range:
-1000 to 1000
Box Max (Boxmaxx) Float op('realtime_trace').par.Boxmaxx
Default:
2
Range:
-1000 to 1000
Box Max (Boxmaxy) Float op('realtime_trace').par.Boxmaxy
Default:
2
Range:
-1000 to 1000
Box Max (Boxmaxz) Float op('realtime_trace').par.Boxmaxz
Default:
2
Range:
-1000 to 1000
Height Falloff (Fogheightfalloff) Float op('realtime_trace').par.Fogheightfalloff
Default:
0.5
Range:
0 to 16
Height Origin (Fogheightorigin) Float op('realtime_trace').par.Fogheightorigin
Default:
0
Range:
-1000 to 1000
Fog Max Dist (Fogmaxdist) Float op('realtime_trace').par.Fogmaxdist
Default:
100
Range:
0.1 to 10000
Fog Hype (Foghype) Float op('realtime_trace').par.Foghype
Default:
1
Range:
0 to 16
Fog Samples (Fogsamples) Int op('realtime_trace').par.Fogsamples
Default:
2
Range:
1 to 8
Volumes (Volumes) Toggle op('realtime_trace').par.Volumes
Default:
On
Options:
Off, On
Tracking Steps (Volumesteps) Int op('realtime_trace').par.Volumesteps
Default:
64
Range:
4 to 512
Volume History (Volumehistory) Float op('realtime_trace').par.Volumehistory
Default:
32
Range:
1 to 256
Volume Light (Volumelight) Float op('realtime_trace').par.Volumelight
Default:
1
Range:
0 to 16
Light Extinction (Lightextinction) Float op('realtime_trace').par.Lightextinction
Default:
1
Range:
0 to 1

Lens

Aperture Radius (Apertureradius) Float op('realtime_trace').par.Apertureradius
Default:
0
Range:
0 to 2
Focus Distance (Focusdistance) Float op('realtime_trace').par.Focusdistance
Default:
10
Range:
0.01 to 500
Bokeh Blades (Bokehblades) Int op('realtime_trace').par.Bokehblades
Default:
0
Range:
0 to 12
Bokeh Rotation (Bokehrotation) Float op('realtime_trace').par.Bokehrotation
Default:
0
Range:
-6.2832 to 6.2832
Bokeh Roundness (Bokehroundness) Float op('realtime_trace').par.Bokehroundness
Default:
1
Range:
0 to 1
Lens Chromatic (Lenschromatic) Float op('realtime_trace').par.Lenschromatic
Default:
0
Range:
0 to 1
Shutter (Shutter) Float op('realtime_trace').par.Shutter
Default:
0
Range:
0 to 1
Frame Rate (Framerate) Float op('realtime_trace').par.Framerate
Default:
30
Range:
1 to 240

Advanced

Normal Map (Normalmapenable) Toggle op('realtime_trace').par.Normalmapenable
Default:
On
Options:
Off, On
Normal Map Strength (Normalmapstrength) Float op('realtime_trace').par.Normalmapstrength
Default:
1
Range:
0 to 4
Transmissive Shadows (Shadowtransmission) Toggle op('realtime_trace').par.Shadowtransmission
Default:
On
Options:
Off, On
Light Shadow Bypass (Lightshadowbypass) Toggle op('realtime_trace').par.Lightshadowbypass
Default:
Off
Options:
Off, On
Emissive Double Sided (Emissivedoublesided) Toggle op('realtime_trace').par.Emissivedoublesided
Default:
Off
Options:
Off, On