ArnoldOptions
Sets global scene options applicable to the Arnold renderer. Use the StandardOptions node to set global options applicable to all renderers.
user
Container for user-defined plugs. Nodes should never make their own plugs here, so users are free to do as they wish.
out
The processed output scene.
enabled
The on/off state of the node. When it is off, the node outputs the input scene unchanged.
in
The input scene
options
The options to be applied - arbitrary numbers of user defined options may be added as children of this plug via the user interface, or using the CompoundDataPlug API via python.
options.bucketSize
Controls the size of the image buckets. The default size is 64x64 pixels. Bigger buckets will increase memory usage while smaller buckets may render slower as they need to perform redundant computations and filtering.
options.bucketScanning
Controls the order in which buckets are processed. A spiral pattern is the default.
options.parallelNodeInit
Enables Arnold’s parallel node initialization. Note that some Arnold features may not be thread-safe, in which case enabling this option can cause crashes. One such example is Cryptomatte and its use in the AlSurface shader.
options.threads
Specifies the number of threads Arnold is allowed to use. A value of 0 gives Arnold access to all available threads.
options.aaSamples
Controls the number of rays per pixel traced from the camera. The more samples, the better the quality of antialiasing, motion blur and depth of field. The actual number of rays per pixel is the square of the AA samples value - so a value of 3 means 9 rays are traced, 4 means 16 rays are traced and so on.
options.giDiffuseSamples
Controls the number of rays traced when computing indirect illumination (“bounce light”). The number of actual diffuse rays traced is the square of this number.
options.giSpecularSamples
Controls the number of rays traced when computing specular reflections. The number of actual specular rays traced is the square of this number.
options.giTransmissionSamples
Controls the number of rays traced when computing specular refractions. The number of actual transmitted specular rays traced is the square of this number.
options.giSSSSamples
Controls the number of rays traced when computing subsurface scattering. The number of actual subsurface rays traced is the square of this number.
options.giVolumeSamples
Controls the number of rays traced when computing indirect lighting for volumes. The number of actual rays traced is the square of this number. The volume ray depth must be increased from the default value of 0 before this setting is of use.
options.aaSeed
Seeds the randomness used when generating samples. By default this is set to the current frame number so that the pattern of sampling noise changes every frame. It can be locked to a particular value so that sampling noise does not change from frame to frame.
options.aaSampleClamp
Sets a maximum for the values of individual pixel samples. This can help reduce fireflies.
options.aaSampleClampAffectsAOVs
Applies the sample clamping settings to all RGB and RGBA AOVs, in addition to the beauty image.
options.indirectSampleClamp
Clamp fireflies resulting from indirect calculations. May cause problems with dulling highlights in reflections.
options.lowLightThreshold
Light paths with less energy than this will be discarded. This saves tracing shadow rays, but cuts off the light when it gets dim. Raising this improves performance, but makes the image potentially darker in some areas.
options.enableAdaptiveSampling
If adaptive sampling is enabled, Arnold will take a minimum of ( aaSamples * aaSamples ) samples per pixel, and will then take up to ( aaSamplesMax * aaSamplesMax ) samples per pixel, or until the remaining estimated noise gets lower than aaAdaptiveThreshold.
Note
Arnold’s adaptive sampling won’t do anything if aaSamples == 1 : you need to set aaSamples to at least 2.
options.aaSamplesMax
The maximum sampling rate during adaptive sampling. Like aaSamples, this value is squared. So aaSamplesMax == 6 means up to 36 samples per pixel.
options.aaAdaptiveThreshold
How much leftover noise is acceptable when terminating adaptive sampling. Higher values accept more noise, lower values keep rendering longer to achieve smaller amounts of noise.
options.enableProgressiveRender
Enables progressive rendering, with a series of coarse low-resolution renders followed by a full quality render updated continuously.
options.progressiveMinAASamples
Controls the coarseness of the first low resolution pass
of interactive rendering. A value of -4
starts with 16x16 pixel
blocks, -3
gives 8x8 blocks, -2
gives 4x4, -1
gives 2x2 and
0
disables the low resolution passes completely.
options.giTotalDepth
The maximum depth of any ray (Diffuse + Specular + Transmission + Volume).
options.giDiffuseDepth
Controls the number of ray bounces when computing indirect illumination (“bounce light”).
options.giSpecularDepth
Controls the number of ray bounces when computing specular reflections.
options.giTransmissionDepth
Controls the number of ray bounces when computing specular refractions.
options.giVolumeDepth
Controls the number of ray bounces when computing indirect lighting on volumes.
options.autoTransparencyDepth
The number of allowable transparent layers - after this the last object will be treated as opaque.
options.maxSubdivisions
A global override for the maximum polymesh.subdiv_iterations.
options.subdivDicingCamera
If specified, adaptive subdivision will be performed relative to this camera, instead of the render camera.
options.subdivFrustumCulling
Disable subdivision of polygons outside the camera frustum. ( Uses dicing camera if one has been set ). Saves performance, at the cost of inaccurate reflections and shadows.
options.subdivFrustumPadding
When using subdivFrustumCulling, adds a world space bound around the frustum where subdivision still occurs. Can be used to improve shadows, reflections, and objects the motion blur into frame.
options.textureMaxMemoryMB
The maximum amount of memory to use for caching textures. Tiles are loaded on demand and cached, and when the memory limit is reached the least recently used tiles are discarded to make room for more. Measured in megabytes.
options.texturePerFileStats
Turns on detailed statistics output for each individual texture file used.
options.textureMaxSharpen
Controls the sharpness of texture lookups, providing a tradeoff between sharpness and the amount of texture data loaded. If textures appear too blurry, then the value should be increased to add sharpness.
The theoretical optimum value is to match the number of AA samples, but in practice the improvement in sharpness this brings often doesn’t justify the increased render time and memory usage.
options.textureUseExistingTx
Automatically uses a <filename>.tx
file if it exists, in
preference to a <filename>.jpg
(or any other file format) that has
been specified. Particularly useful when used with
textureAutoGenerateTx
, which will automatically create the .tx
file as necessary.
Info : The
.tx
file format provides improved performance and reduced memory usage, because it contains mip-mapped textures.
options.textureAutoGenerateTx
Automatically generates a <filename>.tx
when given
<filename>.jpg
(or any other file format). Requires that
textureUseExistingTx
is also turned on. By default, textures
are generated in the same folder as the source texture. Use
textureAutoTxPath
to specify an alternative destination.
Caution
This feature might cause problems if multiple render farm nodes are trying to convert the same textures in the same target folder at the same time, resulting in potential crashes, corrupt textures, and poor performance.
options.textureAutoTxPath
Specifies an alternate destination folder for textures generated
by textureAutoGenerateTx
.
options.ignoreTextures
Ignores all file textures, rendering as if they were all white.
options.ignoreShaders
Ignores all shaders, rendering as a simple facing ratio shader instead.
options.ignoreAtmosphere
Ignores all atmosphere shaders.
options.ignoreLights
Ignores all lights.
options.ignoreShadows
Skips all shadow calculations.
options.ignoreSubdivision
Treats all subdivision surfaces as simple polygon meshes instead.
options.ignoreDisplacement
Ignores all displacement shaders.
options.ignoreBump
Ignores all bump mapping.
options.ignoreSSS
Disables all subsurface scattering.
options.ignoreImagers
Disables all imagers.
options.textureSearchPath
The locations used to search for texture files.
options.proceduralSearchPath
The locations used to search for procedural DSOs.
options.pluginSearchPath
The locations used to search for shaders and other plugins.
options.abortOnError
Aborts the render if an error is encountered.
options.errorColorBadTexture
The colour to display if an attempt is made to use a bad or non-existent texture.
options.errorColorBadPixel
The colour to display for a pixel where a NaN is encountered.
options.errorColorBadShader
The colour to display if a problem occurs in a shader.
options.logFileName
The name of a log file which Arnold will generate while rendering.
options.logMaxWarnings
The maximum number of warnings that will be reported.
options.logInfo
Whether or not information messages are included in the log output.
options.logWarnings
Whether or not warning messages are included in the log output.
options.logErrors
Whether or not error messages are included in the log output.
options.logDebug
Whether or not debug messages are included in the log output.
options.logAssParse
Whether or not ass parsing is included in the log output.
options.logPlugins
Whether or not plugin loading is included in the log output.
options.logProgress
Whether or not progress messages are included in the log output.
options.logNAN
Whether or not pixels with NaNs are included in the log output.
options.logTimestamp
Whether or not timestamp prefixes are included in the log output.
options.logStats
Whether or not statistics are included in the log output.
options.logBacktrace
Whether or not stack backtraces from crashes are included in the log output.
options.logMemory
Whether or not memory usage prefixes are included in the log output.
options.logColor
Whether or not coloured messages are included in the log output.
options.consoleInfo
Whether or not information messages are included in the console output.
options.consoleWarnings
Whether or not warning messages are included in the console output.
options.consoleErrors
Whether or not error messages are included in the console output.
options.consoleDebug
Whether or not debug messages are included in the console output.
options.consoleAssParse
Whether or not ass parsing is included in the console output.
options.consolePlugins
Whether or not plugin loading is included in the console output.
options.consoleProgress
Whether or not progress messages are included in the console output.
options.consoleNAN
Whether or not pixels with NaNs are included in the console output.
options.consoleTimestamp
Whether or not timestamp prefixes are included in the console output.
options.consoleStats
Whether or not statistics are included in the console output.
options.consoleBacktrace
Whether or not stack backtraces from crashes are included in the console output.
options.consoleMemory
Whether or not memory usage prefixes are included in the console output.
options.consoleColor
Whether or not coloured messages are included in the console output.
options.statisticsFileName
The name of a statistics file where Arnold will store structured JSON statistics.
options.profileFileName
The name of a profile json file where Arnold will store a detailed node performance graph. Use chrome://tracing to view the profile.
options.abortOnLicenseFail
Aborts the render if a license is not available, instead of rendering with a watermark.
options.skipLicenseCheck
Skips the check for a license, always rendering with a watermark.
options.renderDevice
Can be used to put Arnold in GPU rendering mode, using your graphics card instead of CPU. This is currently a beta with limited stability, and missing support for OSL and volumes.
options.gpuMaxTextureResolution
If non-zero, this will omit the high resolution mipmaps when in GPU mode, to avoid running out of GPU memory.
extraOptions
An additional set of options to be added. Arbitrary numbers
of options may be specified within a single IECore.CompoundObject
,
where each key/value pair in the object defines an option.
This is convenient when using an expression to define the options
and the option count might be dynamic. It can also be used to
create options whose type cannot be handled by the options
CompoundDataPlug.
If the same option is defined by both the options
and the
extraOptions
plugs, then the value from the extraOptions
is taken.