--- title: "Globals - Live" url: "https://help.maxon.net/r3d/maya/en-us/Content/html/Globals%2B-%2BAdvanced%2BLive.html" section_path: "Redshift Render Options > Redshift Live > Advanced Render Settings > Globals - Live" description: "When enabled, depth is simulated for materials using displacement mapping without the need to generate additional polygons or subdivisions. The effect is …" --- # Globals - Live You are here: # Globals - Live | | | --- | | | ## Parallax Mapping When enabled, depth is simulated for materials using displacement mapping *without* the need to generate additional polygons or subdivisions. The effect is similar to classic bump or normal mapping, but can appear even more realistic by simulating cast shadows. This enables convincing effects like deep grooves between tiles or blades of grass on a lawn to be rendered in real time on otherwise flat geometry. Parallax Mapping heavily depends on the viewing angle, since no geometry is actually displaced the silhouette of an object remains unchanged but inner surface detail can benefit greatly. ### Combined Depth Depth parameters control how many times a ray of its individual type can interact with objects in a scene until it is terminated. The Combined Depth parameter specifies the maximum number of times any individual ray can be used for global illumination, reflection, or transmission / refraction. Even if the depth values for an individual ray type is higher than the Combined Depth the resulting render will *still be capped* at the Combined Depth value. Separating the controls like this provides more flexibility, allowing individual effects to be rendered with increased depth when needed but restricting unnecessarily high render times. For example, let's say that reflection and refraction are both set to a value of 4 and combined is set to 6. If a ray had already been reflected 4 times, then it could only be refracted 2 *more* times because the combined trace depth is 6. > **Important:** Increasing Depth values can quickly and greatly increase render times in scenes with many bounces. In general it is best practice to the lowest depth values that still allow for the desired render, higher depth values provide more realism at the expense of render times. ### Reflection Depth The Reflection Depth parameter sets an individual cap on how many times a reflection ray can bounce. ### Refraction Depth The Refraction Depth parameter sets an individual cap on how many times a refraction ray can bounce or pass through objects. ## Probes (Experimental) When enabled, this option uses an experimental estimate of where the lighting relevant to the scene comes from. In some cases, this allows for more precise lighting with fewer passes. If in doubt, simply try it out and see whether you prefer the result with or without this option. ## Global Light Intensity Scales the light intensity of all lights (except the Sun & Sky) in the scene up or down. ## Bokeh Method Controls how Redshift Live computes the bokeh depth of field camera effect when it is in use. - **Raytraced**: (default) Slower to resolve but much higher quality. - When Static Frame Denoising is enabled, the renderer uses a mix of Post Effect blur and Raytraced depth of field during interaction to reduce noise. After movement stops it automatically switches over to fully raytraced depth of field. - When Denoising is completely disabled, the raw raytraced result is always shown. - **Post Effect**: Faster to resolve but lower quality. No support for bladed aperture shapes and artifacts are likely to appear with heavy depth of field. > **Note:** For best results, it is recommended to use Static Frame Denoising or the OIDN denoiser when using Raytraced Bokeh.