CyclesOptions

Sets global scene options applicable to the Cycles 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.logLevel

Internal Cycles debugging log-level.

options.device

Device(s) to use for rendering. To specify multiple devices, there’s a few examples under presets.

To render on CPU and the first CUDA device:

    CPU CUDA:00

To render on the first and second OpenCL device:

    OPENCL:00 OPENCL:01

To render on every OptiX device found:

    OPTIX:*

To render on everything found (not recommended, 1 device may have multiple backends!)

    CPU CUDA:* OPTIX:* OPENCL:*

options.shadingSystem

Shading system.

  • OSL : Use Open Shading Language (CPU rendering only).

  • SVM : Use Shader Virtual Machine.

options.samples

Number of samples to render for each pixel. This is for the path integrator, use the other sampling parameters for the branched-path integrator.

options.pixelSize

Pixel Size.

options.numThreads

The number of threads used for rendering.

  • The default value of 0 lets the renderer choose an optimal number of threads based on the available hardware.

  • Positive values directly set the number of threads.

  • Negative values can be used to reserve some cores while otherwise letting the renderer choose the optimal number of threads.

options.timeLimit

Time-limit.

options.useProfiling

Use Profiling.

options.useAutoTile

Automatically render high resolution images in tiles to reduce memory usage, using the specified tile size. Tiles are cached to disk while rendering to save memory.

options.tileSize

Tile size for rendering.

options.bvhLayout

BVH Layout size. This corresponds with CPU architecture (the higher the faster, but might not be supported on old CPUs).

options.useBvhSpatialSplit

Use BVH spatial splits: longer builder time, faster render.

options.useBvhUnalignedNodes

Use special type BVH optimized for hair (uses more ram but renders faster).

options.numBvhTimeSteps

Split BVH primitives by this number of time steps to speed up render time in cost of memory.

options.hairSubdivisions

Split BVH primitives by this number of time steps to speed up render time in cost of memory.

options.hairShape

Rounded Ribbons -Render hair as flat ribbon with rounded normals, for fast rendering. 3D Curves - Render hair as 3D curve, for accurate results when viewing hair close up.

options.textureLimit

Limit the maximum texture size used by final rendering.

options.minBounce

Minimum number of light bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like hair and volumes.

options.maxBounce

Total maximum number of bounces.

options.maxDiffuseBounce

Maximum number of diffuse reflection bounces, bounded by total maximum.

options.maxGlossyBounce

Maximum number of glossy reflection bounces, bounded by total maximum.

options.maxTransmissionBounce

Maximum number of transmission reflection bounces, bounded by total maximum.

options.maxVolumeBounce

Maximum number of volumetric scattering events.

options.transparentMinBounce

Minimum number of transparent bounces. Setting this higher reduces noise in the first bounces, but can also be less efficient for more complex geometry like hair and volumes.”

options.transparentMaxBounce

Maximum number of transparent bounces.

options.aoBounces

Maximum number of Ambient Occlusion bounces.

options.aoFactor

Ambient Occlusion factor.

options.aoDistance

Ambient Occlusion Distance.

options.volumeMaxSteps

Maximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizes.

options.volumeStepRate

“Globally adjust detail for volume rendering, on top of automatically estimated step size.” “Higher values reduce render time, lower values render with more detail.”

options.causticsReflective

Use reflective caustics, resulting in a brighter image (more noise but added realism).

options.causticsRefractive

Use refractive caustics, resulting in a brighter image (more noise but added realism).

options.filterGlossy

Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy.

options.seed

Seed value for the sampling pattern. If not specified, the frame number is used instead.

options.sampleClampDirect

Clamp value for sampling direct rays.

options.sampleClampIndirect

Clamp value for sampling indirect rays.

options.startSample

Start sample.

options.useLightTree

Sample multiple lights more efficiently based on estimated contribution at every shading point.

options.lightSamplingThreshold

Probabilistically terminate light samples when the light contribution is below this threshold (more noise but faster rendering). Zero disables the test and never ignores lights.

options.useAdaptiveSampling

Automatically determine the number of samples per pixel based on a variance estimation.

options.adaptiveThreshold

Noise level step to stop sampling at, lower values reduce noise the cost of render time. Zero for automatic setting based on number of AA samples.

options.adaptiveMinSamples

Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling. Zero for automatic setting based on number of AA samples.

options.denoiserType

Denoise the image with the selected denoiser. OptiX - Use the OptiX AI denoiser with GPU acceleration, only available on NVIDIA GPUs OpenImageDenoise - Use Intel OpenImageDenoise AI denoiser running on the CPU

options.denoiseStartSample

Sample to start denoising the preview at.

options.useDenoisePassAlbedo

Use albedo pass for denoising.

options.useDenoisePassNormal

Use normal pass for denoising.

options.denoiserPrefilter

None - No prefiltering, use when guiding passes are noise-free. Fast - Denoise color and guiding passes together. Improves quality when guiding passes are noisy using least amount of extra processing time. Accurate - Prefilter noisy guiding passes before denoising color. Improves quality when guiding passes are noisy using extra processing time.

options.useGuiding

Use path guiding for sampling paths. Path guiding incrementally learns the light distribution of the scene and guides path into directions with high direct and indirect light contributions.

options.useSurfaceGuiding

Use guiding when sampling directions on a surface.

options.useVolumeGuiding

Use guiding when sampling directions inside a volume.

options.guidingTrainingSamples

The maximum number of samples used for training path guiding. Higher samples lead to more accurate guiding, however may also unnecessarily slow down rendering once guiding is accurate enough. A value of 0 will continue training until the last sample.

options.bgUseShader

Use background shader. There must be a CyclesBackground node with a shader attached to it.

options.bgCameraVisibility

Whether or not the background is visible to camera rays.

options.bgDiffuseVisibility

Whether or not the background is visible to diffuse rays.

options.bgGlossyVisibility

Whether or not the background is visible in glossy rays.

options.bgTransmissionVisibility

Whether or not the background is visible in transmission.

options.bgShadowVisibility

Whether or not the background is visible to shadow rays - whether it casts shadows or not.

options.bgScatterVisibility

Whether or not the background is visible to scatter rays.

options.bgTransparent

Make the background transparent.

options.bgTransparentGlass

Background can be seen through transmissive surfaces.

options.bgTransparentRoughnessThreshold

Roughness threshold of background shader in transmissive surfaces.

options.volumeStepSize

Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increases render time).

options.exposure

Image brightness scale.

options.passAlphaThreshold

Alpha threshold.

options.displayPass

Render pass to show in the 3D Viewport.

options.showActivePixels

When using adaptive sampling highlight pixels which are being sampled.

options.filterType

Image filter type.

options.filterWidth

Pixel width of the filter.

options.mistStart

Start of the mist/fog.

options.mistDepth

End of the mist/fog.

options.mistFalloff

Falloff of the mist/fog.

options.cryptomatteDepth

Sets how many unique objects can be distinguished per pixel.

options.dicingCamera

Camera to use as reference point when subdividing geometry, useful to avoid crawling artifacts in animations when the scene camera is moving.

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.