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.cycles:log_level
Internal Cycles debugging log-level.
options.cycles: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.cycles:shadingsystem
Shading system.
OSL : Use Open Shading Language (CPU rendering only).
SVM : Use Shader Virtual Machine.
options.cycles:session:samples
Number of samples to render for each pixel.
options.cycles:session:pixel_size
Pixel Size.
options.cycles:session:threads
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.cycles:session:time_limit
Time-limit.
options.cycles:session:use_profiling
Use Profiling.
options.cycles:session:use_auto_tile
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.cycles:session:tile_size
Tile size for rendering.
options.cycles:scene:bvh_layout
BVH Layout size. This corresponds with CPU architecture (the higher the faster, but might not be supported on old CPUs).
options.cycles:scene:use_bvh_spatial_split
Use BVH spatial splits: longer builder time, faster render.
options.cycles:scene:use_bvh_unaligned_nodes
Use special type BVH optimized for hair (uses more ram but renders faster).
options.cycles:scene:num_bvh_time_steps
Split BVH primitives by this number of time steps to speed up render time in cost of memory.
options.cycles:scene:hair_subdivisions
Split BVH primitives by this number of time steps to speed up render time in cost of memory.
options.cycles:scene:hair_shape
Round 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.cycles:scene:texture_limit
Limit the maximum texture size used by final rendering.
options.cycles:integrator:min_bounce
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.cycles:integrator:max_bounce
Total maximum number of bounces.
options.cycles:integrator:max_diffuse_bounce
Maximum number of diffuse reflection bounces, bounded by total maximum.
options.cycles:integrator:max_glossy_bounce
Maximum number of glossy reflection bounces, bounded by total maximum.
options.cycles:integrator:max_transmission_bounce
Maximum number of transmission reflection bounces, bounded by total maximum.
options.cycles:integrator:max_volume_bounce
Maximum number of volumetric scattering events.
options.cycles:integrator:transparent_min_bounce
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.cycles:integrator:transparent_max_bounce
Maximum number of transparent bounces.
options.cycles:integrator:ao_bounces
Maximum number of ambient occlusion bounces.
options.cycles:integrator:ao_factor
Ambient occlusion factor.
options.cycles:integrator:ao_distance
Ambient occlusion distance.
options.cycles:integrator:volume_max_steps
Maximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizes.
options.cycles:integrator:volume_step_rate
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.cycles:integrator:caustics_reflective
Use reflective caustics, resulting in a brighter image (more noise but added realism).
options.cycles:integrator:caustics_refractive
Use refractive caustics, resulting in a brighter image (more noise but added realism).
options.cycles:integrator:filter_glossy
Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy.
options.cycles:integrator:seed
Seed value for the sampling pattern. If not specified, the frame number is used instead.
options.cycles:integrator:sample_clamp_direct
Clamp value for sampling direct rays.
options.cycles:integrator:sample_clamp_indirect
Clamp value for sampling indirect rays.
options.cycles:integrator:start_sample
Start sample.
options.cycles:integrator:use_light_tree
Sample multiple lights more efficiently based on estimated contribution at every shading point.
options.cycles:integrator:light_sampling_threshold
Probabilistically terminate light samples when the light
contribution is below this threshold (more noise but faster
rendering).
0
disables the test and never ignores lights.
options.cycles:integrator:use_adaptive_sampling
Automatically determine the number of samples per pixel based on a variance estimation.
options.cycles:integrator:adaptive_threshold
Noise level step to stop sampling at, lower values reduce noise the cost of render time.
0
for automatic setting based on number of AA samples.
options.cycles:integrator:adaptive_min_samples
Minimum AA samples for adaptive sampling, to discover noisy features before stopping sampling.
0
for automatic setting based on number of AA samples.
options.cycles:integrator:denoiser_type
Denoise the image with the selected denoiser.
OptiX : Use the OptiX AI denoiser with GPU acceleration, only available on NVIDIA GPUs
OpenImageDenoise : Use the Intel OpenImageDenoise AI denoiser running on the CPU
Tip
Only outputs that include a denoise
parameter set to true
will be denoised.
Denoised outputs are renamed to include a “denoised” suffix.
options.cycles:denoise_device
The device to denoise with. If multiple devices are specified, Cycles will denoise with the first suitable device from the list.
Automatic
mode allows Cycles to choose from all available devices that support the current
denoiser.
options.cycles:integrator:denoise_start_sample
Sample to start denoising the preview at.
options.cycles:integrator:use_denoise_pass_albedo
Use albedo pass for denoising.
options.cycles:integrator:use_denoise_pass_normal
Use normal pass for denoising.
options.cycles:integrator:denoiser_prefilter
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.cycles:integrator:use_guiding
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.cycles:integrator:use_surface_guiding
Use guiding when sampling directions on a surface.
options.cycles:integrator:use_volume_guiding
Use guiding when sampling directions inside a volume.
options.cycles:integrator:guiding_training_samples
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.cycles:background:use_shader
Use background shader. There must be a CyclesBackground node with a shader attached to it.
options.cycles:background:visibility:camera
Whether or not the background is visible to camera rays.
options.cycles:background:visibility:diffuse
Whether or not the background is visible to diffuse rays.
options.cycles:background:visibility:glossy
Whether or not the background is visible in glossy rays.
options.cycles:background:visibility:transmission
Whether or not the background is visible in transmission.
options.cycles:background:visibility:shadow
Whether or not the background is visible to shadow rays - whether it casts shadows or not.
options.cycles:background:visibility:scatter
Whether or not the background is visible to scatter rays.
options.cycles:background:transparent
Make the background transparent.
options.cycles:background:transparent_glass
Background can be seen through transmissive surfaces.
options.cycles:background:transparent_roughness_threshold
Roughness threshold of background shader in transmissive surfaces.
options.cycles:background:volume_step_size
Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increases render time).
options.cycles:film:exposure
Image brightness scale.
options.cycles:film:pass_alpha_threshold
Alpha threshold.
options.cycles:film:display_pass
Render pass to show in the 3D Viewport.
options.cycles:film:show_active_pixels
When using adaptive sampling highlight pixels which are being sampled.
options.cycles:film:filter_type
Image filter type.
options.cycles:film:filter_width
Pixel width of the filter.
options.cycles:film:mist_start
Start of the mist/fog.
options.cycles:film:mist_depth
End of the mist/fog.
options.cycles:film:mist_falloff
Falloff of the mist/fog.
options.cycles:film:cryptomatte_depth
Sets how many unique objects can be distinguished per pixel.
options.cycles:dicing_camera
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.