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global

This node contains various global settings for a particular ɴsɪ context. Note that these attributes are for the most case implementation specific. This node has the reserved handle name .global and doesn’t need to be created using NSICreate. The following attributes are recognized by 3Delight:

NameTypeDefault
numberofthreadsint0

Specifies the total number of threads to use for a particular render:

  • A value of zero lets the render engine choose an optimal thread value. This is the default behaviour.
  • Any positive value directly sets the total number of render threads.
  • A negative value will start as many threads as optimal plus the specified value. This allows for an easy way to decrease the total number of render threads.
NameTypeDefault
texturememoryint

Specifies the approximate maximum memory size, in megabytes, the renderer will allocate to accelerate texture access.

NameTypeDefault
networkcache.sizeint0

Specifies the maximum network cache size, in gigabytes, the renderer will use to cache textures on a local drive to accelerate data access.

NameTypeDefault
networkcache.directorystring

Specifies the directory in which textures will be cached. A good default value is /var/tmp/3DelightCache on Linux systems.

NameTypeDefault
networkcache.mipmapint1

Enables caching of texture mipmaps separately. This makes more efficient use of available cache space.

NameTypeDefault
networkcache.writestring0

Enables caching for image write operations. This alleviates pressure on networks by first rendering images to a local temporary location and copying them to their final destination at the end of the render. This replaces many small network writes by more efficient larger operations.

NameTypeDefault
license.serverstring

Specifies the name or address of the license server to be used.

NameTypeDefault
license.waitint1

When no license is available for rendering, the behaviour depends on this attribute. Set to 1, the renderer waits until a license becomes available. Set to 0, it stops immediately — useful when managing a renderfarm so other work can be scheduled instead.

NameTypeDefault
license.holdint0

By default, the renderer will get new licenses for every render and release them once it’s done. This can be undesirable if several frames are rendered in sequence from the same process. If this option is set to 1, the licenses obtained for the first frame are held until the last frame is finished.

NameTypeDefault
renderatlowpriorityint0

If set to 1, start the render with a lower process priority. This can be useful if there are other applications that must run during rendering.

NameTypeDefault
bucketorderstringhorizontal

Specifies in what order the buckets are rendered. The available values are:

  • horizontal — row by row, left to right and top to bottom.
  • vertical — column by column, top to bottom and left to right.
  • zigzag — row by row, left to right on even rows and right to left on odd rows.
  • spiral — in a clockwise spiral from the centre of the image.
  • circle — in concentric circles from the centre of the image.
NameTypeDefault
framedouble0

Provides a frame number to be used as a seed for the sampling pattern. See the screen node.

NameTypeDefault
hidemessagesint

This specifies error and warning messages which will not be displayed. The attribute values are the message numbers to ignore.

NameTypeDefault
maximumraydepth.diffuseint1

Specifies the maximum bounce depth a diffuse ray can reach. A depth of 1 specifies one additional bounce compared to purely local illumination.

NameTypeDefault
maximumraydepth.hairint4

Specifies the maximum bounce depth a hair ray can reach. Note that hair are akin to volumetric primitives and might need elevated ray depth to properly capture the illumination.

NameTypeDefault
maximumraydepth.reflectionint1

Specifies the maximum bounce depth a reflection ray can reach. Setting the reflection depth to 0 will only compute local illumination meaning that only emissive surfaces will appear in the reflections.

NameTypeDefault
maximumraydepth.refractionint4

Specifies the maximum bounce depth a refraction ray can reach. A value of 4 allows light to shine through a properly modeled object such as a glass.

NameTypeDefault
maximumraydepth.volumeint0

Specifies the maximum bounce depth a volume ray can reach.

NameTypeDefault
maximumraylength.diffusedouble-1

Limits the distance a ray emitted from a diffuse material can travel. A relatively low value can improve performance with minimal impact on the look, since it restrains the extent of global illumination. A negative value disables the limit.

NameTypeDefault
maximumraylength.hairdouble-1

Limits the distance a ray emitted from a hair closure can travel. Setting it to a negative value disables the limitation.

NameTypeDefault
maximumraylength.reflectiondouble-1

Limits the distance a ray emitted from a reflective material can travel. Setting it to a negative value disables the limitation.

NameTypeDefault
maximumraylength.refractiondouble-1

Limits the distance a ray emitted from a refractive material can travel. Setting it to a negative value disables the limitation.

NameTypeDefault
maximumraylength.speculardouble-1

Limits the distance a ray emitted from a specular (glossy) material can travel. Setting it to a negative value disables the limitation.

NameTypeDefault
maximumraylength.volumedouble-1

Limits the distance a ray emitted from a volume can travel. Setting it to a negative value disables the limitation.

NameTypeDefault
quality.denoiseint1

Enables denoising of output. Currently only supported for interactive renders.

NameTypeDefault
quality.iprglobalupdateint1

Enables a different method of updating the image for interactive renders.

NameTypeDefault
quality.iprinterpolateint1

Enables interpolation of low resolution interactive output, when denoised.

NameTypeDefault
quality.iprspeedmultiplierdouble1

Adjusts targeted render speed when processing multiple scene edits. A higher value will produce faster but lower quality results.

NameTypeDefault
quality.shadingsamplesint1

Controls the quality of ʙsᴅꜰ sampling. Larger values give less visible noise.

NameTypeDefault
quality.volumesamplesint1

Controls the quality of volume sampling. Larger values give less visible noise.

NameTypeDefault
referencetimedouble

Specifies a reference time for the frame, where deformation data is most valid. This is the default when the same attribute is not set on a geometry node. It is also the default for the velocityreferencetime attribute of the vdbparticles node and the volume node. If not set, the center of the camera shutter is used.

NameTypeDefault
quality.samplevolumeemissionint1

Enables or disables the higher quality sampling of emission of ᴠᴅʙ volumes. The emission is visible either way, this only affects quality and render time.

NameTypeDefault
show.displacementint1

When set to 1, enables displacement shading. Otherwise, it must be set to 0, which forces the renderer to ignore any displacement shader in the scene.

NameTypeDefault
show.atmosphereint1

When set to 1, enables atmosphere shader(s). Otherwise, it must be set to 0, which forces the renderer to ignore any atmosphere shader in the scene.

NameTypeDefault
show.multiplescatteringdouble1.0

This is a multiplier on the multiple scattering of ᴠᴅʙ nodes. This parameter is useful to obtain faster draft renders by lowering the value below 1. The range is 0 to 1.

NameTypeDefault
show.osl.subsurfaceint1

When set to 1, enables the subsurface() ᴏsʟ closure. Otherwise, it must be set to 0, which will ignore this closure in ᴏsʟ shaders.

NameTypeDefault
statistics.progressint0

When set to 1, prints rendering progress as a percentage of completed pixels.

NameTypeDefault
statistics.filenamestringnull

Full path of the file where rendering statistics will be written. An empty string will write statistics to standard output. The name null will not output statistics.

NameTypeDefault
texture.missingcolorfloat[4]

If specified, this is used as a default value for the missingcolor parameter of the ᴏsʟ texture() function. The fourth value is used as missingalpha.

NameTypeDefault
texture.missingcolorerrorsint0

If nonzero, errors are reported even when the missingcolor of the ᴏsʟ texture() function is used. This goes against the documented behavior.

NameTypeDefault
exclusiveshading<connection>

When geometry nodes are connected here, all others in the scene will be rendered as black to the camera. This is meant to be used to speed up rendering when adjusting parameters of specific objects during an interactive render. Connected shader nodes will behave in a similar way: objects not using them will be rendered as black. If the connected shader nodes are not the root of their shading network, evaluation of the network ends at them. “Not the root” means they are not connected to an attributes node, and their output is used as another shader node’s input. This allows fine-tune parts of a shading network in isolation.

NameTypeDefault
verboseint0

When set to 1, enables additional informative messages before, during and after rendering.

NameTypeDefault
messages.timestampint0

When set to 1, messages output by the renderer will include the local time.