Render Settings - Live - Basic

Table Of Contents


Introduction

The render settings that are available to you changed based on the selected render settings mode (Basic or Advanced) and the selected rendering engine (Production or Live). Basic mode consists of a small selection of frequently used render settings while Advanced mode exposes all of the available render settings for the selected render engine. If you're just getting started with Redshift, or prefer to keep things simple, the Basic mode is a great way to adjust your render quality.

Some example images are rendered with Redshift Production but the visual impact remains the same in Live.

 

Rendering Mode

Changing this parameter will change the render settings that are available.

Controls which engine is used for rendering from the following options.

 

Progressive Passes

Only applies to Production Progressive and Live rendering mode.

Controls the maximum number of passes that can be reached. More passes results in higher quality and the less visual noise.

Since Progressive mode can be used in either Interactive Rendering or Final Rendering the behavior of this setting differs depending on the rendering mode and the situation.

 

Denoising

Enables or disables denoising. Denoising allows you to render images at a reduced baseline quality (lower sample counts) for increases in render speed.


Engine

Controls the denoising/upsampling engine. Upsampling allows for faster rendering and interactivity at the expense of image quality.

 

Upsampling Mode

Only available with Native Engine

Controls the starting resolution before upsampling to the final target resolution. A lower starting resolution (ultra performance or performance mode) results in faster interactivity and lower quality while a higher starting resolution (balanced or quality mode) results in slower interactivity and higher quality.

 

Quality

Only available with OIDN Engine

Balances speed with quality for OIDN denoising across the following options:


Static Frame Denoising

When enabled, OIDN denoising will be used after a certain number of passes to improve quality. This allows for faster interactivity without sacrificing image quality when a frame is able to reach higher progressive passes.


Threshold # Passes

Controls the number of passes that need to be reached before OIDN Static Frame Denoising is used.


Global Illumination

The Global Illumination checkbox lets you quickly toggle bounced indirect lighting on and off. For the most realistic lighting Global Illumination should be left enabled but it will increase render times. .

In the example images below notice how the bounce lighting from the floor and wall next to the lantern is realistically filled in when Global Illumination is enabled.

Global Illumination: Disabled
Render Time (Min:Sec) : 2:59
Enabled
3:17


Trace Depth

The Global Illumination Depth parameter sets an cap on how many times an indirect lighting ray can bounce. Increase this parameter for interior scenes where many indirect bounces are required for realistic lighting.


Global Light Intensity

Scales the light intensity of all lights (except the Sun & Sky) in the scene up or down.


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.


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.