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Render Settings

The Render Settings panel controls quality across three independent scopes: While Editing, Cached Playback, and Final. Each scope stores its own values so that adjusting interactive speed never accidentally changes what you deliver.

Panel access: View › Render Settings, or Render › Render Settings to open the same panel on its Final scope. If the panel list appears greyed out, choose View › Unlock Advanced UI first. View › New Panel › Render Settings opens another panel; edits in either panel update the same document settings.


The Three Scopes​

At the top of the panel, three tabs select the active scope. A dot appears on a closed section header when any value in that section differs from the scope's baseline.

Tab iconScopePurpose
While EditingWhile EditingControls the live interactive viewport. Changes apply immediately.
Cached PlaybackCached PlaybackControls frames rendered into the playback cache.
FinalFinal RenderControls quality when rendering frames to disk — what the delivered frames use.

Profile and Preset​

The header shows two unlabeled combination boxes and four buttons. The left combo selects the active profile (a named machine preference that anchors the scope's default values). The right combo selects the active preset within that profile. When the Cached Playback scope is selected, the preset combo shows "—" (Cached Playback has no presets).

ButtonWhat it does
New profile from these settingsCreate a new profile from the current scope values.
Delete this profileRemove the selected profile (icon-only).
Apply this preset to the scope on screenLoad the selected preset and anchor the scope's baseline to it.
Save these values into the presetWrite the current scope values back into the selected preset.

Reset and Copy​

Click Reset to restore all values in the current scope to its baseline. The baseline line describes whether it returns to the active preset or to the shipped defaults.

The Copy this scope's values onto another Copy scope button opens a menu listing the other two scopes. Selecting a scope copies the current scope's compatible values onto it.

The Cached Playback scope's sample count and resolution are relationship settings ("match While Editing"), not fixed numbers, so they are not overwritten when copying scope values.


While Editing Scope​

Sampling​

ControlWhat it does
Converge samplesTotal samples accumulated before the viewport stops. Higher = cleaner.
Noise thresholdStop refining a pixel once noise falls below this level. Lower = cleaner.
Min samplesDo not stop before reaching this many samples, even if the threshold is met.
Guaranteed bouncesMinimum light bounces always traced before early termination.
Light samples / hitDirect light samples taken at each surface point. More = sharper shadows.
Blue-noise samplerUses structured noise for more uniform sampling; reduces banding in smooth gradients.

Denoise​

ControlWhat it does
DenoiseTurn the denoiser on or off.
DenoiserWhich denoiser to use: None, OptiX, or OpenImageDenoise.
Use GPURun the denoiser on the GPU to free CPU resources.
PrefilterPre-denoise blur quality: None, Fast, or Accurate.
QualityDenoiser quality level: Fast, Balanced, or High.
Start at sampleWait until this many samples before the denoiser activates. Set to 1 to denoise from the first sample.

Fireflies & clamps​

ControlWhat it does
Clamp indirectMaximum brightness for indirect light samples. Reduces fireflies.
Clamp directMaximum brightness for direct light samples.
Filter glossySmoothing applied to specular highlights, 0–10; 0 = off.
Firefly filterAdaptive filter that detects and removes isolated bright outlier pixels.
Firefly ratioSensitivity of the firefly filter; higher ratios catch more outliers.

Caustics​

Caustics are focused light patterns from glass, water and polished metal surfaces. VIZid traces them using a photon pass.

ControlWhat it does
CausticsMode: Off, Shadow, Fast, or High Quality. To access the Guided mode, turn on Show experimental Guided caustics solver in Settings › System.
Photon countHow many photons are traced per pass. More = sharper caustics, slower.
Caster aimingFraction of photons aimed directly at glass casters, 0–0.95. Only affects the Guided solver.
Caustic clampMaximum brightness for caustic samples; reduces very bright hot spots.
Denoise causticsApply a denoiser specifically to the caustics layer.
Photon depthMaximum bounces a photon takes before being discarded.
Gather countHow many photon samples are collected at each shading point.
Gather radiusSearch radius for collecting photon samples. Auto scales to the scene.
Caster roughnessSurfaces smoother than this threshold participate as caustic casters.
From environmentEmit photons from the environment map to enable sky and HDRI caustics.

Caustics Lab — an advanced section with individual on/off switches for each caustics component. Switching a component off removes it from the render; this is a comparison and diagnostic tool.

While you move​

When the camera or a scene element is moving, VIZid switches to a faster mode and returns to full quality when you stop.

ControlWhat it does
Nav modeRendering strategy while moving: Reduced (fast) or Full resolution.
Nav resolutionLong-edge pixel width used when Nav mode is Reduced (fast).
Nav samplesMaximum samples per frame while moving.
SettleMilliseconds to wait after the last input before returning to full quality.
Nav time limitHard ceiling (ms) per movement-phase frame; 0 = off.
First-frame samplesSamples on the first frame of a camera move.

The following are switches — each is applied on every moving frame, from the first, independent of the frame-time budget. Full quality returns the moment you stop.

SwitchWhat it gives up
Fast denoiseRuns the cheaper denoiser while moving — slightly blotchier grain, edges unchanged.
No outline / inkSkips material contours and brush ink during camera, object and material motion.
Glass as glassRenders Glass Solid, Dielectric, Gem, Liquid and Frosted Glass as the fast Glass type.
Wood as raster lookRenders Wood materials at their raster look — growth rings and finish only, no pore or knot detail.
Hold light samplesReuses the previous frame's light sampling. Not applied while dragging a light.
Shadows offRemoves all shadows while moving. Not applied while dragging a light or environment.
Simplify lightingCaps light bounces on every moving frame.
Caustics offTurns caustics off on every moving frame.

The two rows below are older camera-drag-only versions — they apply while orbiting but not while dragging an object, a light or a material slider.

ControlWhat it does
Simplify on dragsReduce light bounces during camera drags.
Simplified bouncesBounce count when Simplify on drags is on.
Drop caustics tooAlso drop caustics during camera drags.

Frame-time budget​

An optional mode that automatically adjusts quality to keep each frame inside a target render time.

  1. Turn on Frame-time budget.
  2. Set Target frame time (in milliseconds).
  3. Choose which simplifications the budget can apply. Each can also be set to apply always while moving, independently of the budget.

Available simplifications: fast denoiser, Glass material simplification, Wood material simplification, disable outline and ink effects, Hold light samples, Shadow size floor, skip small shadows, turn shadows off, reproject previous frame, Simplify lighting, drop caustics.

Fast GI​

An ambient-occlusion pass that approximates indirect lighting for faster interactive rendering.

ControlWhat it does
Fast GIEnable ambient occlusion.
AO after bounceApply AO at this bounce depth.
AO factorStrength of the AO darkening.
AO distanceHow far to search for nearby surfaces.

Motion blur​

Motion blur shutter settings for the interactive viewport. The animation panel's blur toggle governs whether motion blur is enabled at all; these fields set the parameters.

ControlWhat it does
ShutterShutter interval in frames. 0 = no blur; 0.5 = half-frame.
StepsNumber of time samples within the shutter interval.
Auto-raise ceilingAllow the renderer to automatically increase step count for fast-moving elements.

Film & output​

ControlWhat it does
ExposureExposure compensation (EV). This value is shared with the Final scope — editing one updates both.

Cached Playback Scope​

The Cached Playback scope governs frames rendered into the RAM or disk cache during animation playback.

Fill quality​

ControlWhat it does
SamplesSamples per cached frame. Match reuses the While Editing scope's converge target.
ResolutionMatch follows the While Editing scope's resolution setting; Full renders at document resolution; Fast renders at a reduced long-edge pixel width.
Fast long edgeLong-edge pixel width when Resolution is Fast.

Cache store​

The three controls below are machine preferences — stored per machine, not saved in the document.

ControlWhat it does
Cache storeRAM (faster, limited by available memory) or Disk (allows longer sequences).
Cache folderWhere to write cache files when store is Disk. Shown only when store is Disk.
Disk budgetMaximum cache size in GB when store is Disk. Shown only when store is Disk.

Cached motion blur​

Motion blur for cached frames is on when the animation panel's blur toggle is on. Set the shutter to 0 to cache sharp frames while the toggle is on. These values seed from the interactive blur settings on read; editing one stops it following.

ControlWhat it does
ShutterMotion-blur shutter interval for cached frames.
StepsMotion-blur steps for cached frames.
Auto-raise ceilingAllow the renderer to automatically increase step count for cached frames.

Cached effects​

ControlWhat it does
No outline / inkRender cached frames without material contours or brush ink.

Cached caustics​

Cached caustics do not follow the While Editing scope's settings — each cached frame pays a full photon build, so cached playback starts with caustics off.

ControlWhat it does
CausticsCaustics mode for cached frames: Off, Shadow, Fast, or High Quality.
PhotonsPhoton count per cached frame (10 000 – 32 M). Only used when Caustics is High Quality.

To apply changes in the Cached Playback scope, click Rebuild cache at the bottom of the panel to drop the existing cached frames and refill them with the new settings.


Final Scope​

The Final scope controls quality when rendering frames to disk. When you add a job to the Render Queue, the current Final scope values are captured with it. Changing them after that does not affect jobs already in the queue.

Sampling​

ControlWhat it does
Noise thresholdStop refining a pixel when its noise falls below this level. Lower = higher quality.
Min samplesMinimum samples per pixel before noise-based stopping takes effect.
Time limitMaximum seconds to spend on each frame. Set to 0 for no time limit.
Guaranteed bouncesMinimum light bounces always traced.
Light samples / hitDirect light samples per surface point.
Blue-noise samplerStructured noise for more uniform sampling.

Noise threshold and Time limit are OR conditions: whichever is satisfied first ends the render. Setting Time limit to 0 lets Noise threshold alone determine when each frame is complete.

Denoise​

Same denoiser controls as the While Editing scope (Denoiser: None, OptiX, or OpenImageDenoise; Prefilter: None, Fast, or Accurate; Quality: Fast, Balanced, or High; Start at sample; Use GPU), applied to final output.

The Final denoiser on/off switch and the sample count are in the Render Output panel, not here.

Caustics (Final)​

Same caustics controls as While Editing, applied to the final render.

Motion blur​

ControlWhat it does
Motion blurEnable motion blur in final output.
ShutterShutter interval in frames.
StepsTime samples within the shutter interval.
Auto-raise ceilingAllow the renderer to automatically increase step count.

Fireflies & clamps​

ControlWhat it does
Clamp indirectMaximum brightness for indirect light samples. Reduces fireflies.
Clamp directMaximum brightness for direct light samples.
Filter glossySmoothing applied to specular highlights, 0–10; 0 = off.

Film & output​

ControlWhat it does
WatermarkText burned into PNG and JPEG output files.
Stamp dimensionsBurn the model's overall bounding-box dimensions onto the output image.

Values Shared by While Editing and Final​

These five controls appear in both scopes and share a single value. Editing in one scope updates both:

  • Max light bounces — maximum path length before a ray is terminated
  • Transparent bounces — additional bounces allowed through transparent surfaces
  • Light tree — hierarchical light sampler for scenes with many lights
  • Light threshold — skip lights below this intensity (only active while the light tree is off)
  • Exposure — EV compensation