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.