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Path-traced rendering

Judge finishes, glass and light in the viewport with the same GPU path tracer that renders your final images, so there are fewer surprises when you deliver.

Control quality where it matters

The viewport keeps refining while you work. Final renders follow the targets you set for delivery.

Path tracing while you edit

The viewport image keeps clearing as it samples. When you orbit or move the camera it drops resolution and samples to stay responsive, then settles again.

Decide when an image is done

Set a samples limit, an adaptive noise limit with a minimum sample floor, and a time limit. The render stops at whichever it reaches first.

Denoising your way

Choose OptiX or OpenImageDenoise at Fast, Balanced or High quality, with separate choices for the viewport and the final render.

Caustics for glass and metal

Turn on fast or full caustics to show light focused through clear parts and off polished ones. Choose from three solvers, and get a warning when nothing in the scene can receive the caustics.

Three quality scopes

Keep separate settings for editing, cached playback and final output, and copy values from one scope to another.

Light path controls

Adjust maximum and transparent bounces, light samples and firefly clamps when a scene needs more than the defaults. For quick checks, pick the Draft render quality; for clean finals, pick High.

Example: a clear water bottle with a steel lid

A designer comparing a tinted bottle body against a clear one needs to see how light bends through the wall and pools on the table. With caustics on, the bright patterns show up in the viewport as the image refines. The brushed-steel lid's reflections update as the key light moves. The designer settles the look in the editing view and then queues a final render with tighter noise and time limits.

A practical workflow

  1. Keep the editing scope light so the viewport stays responsive.
  2. Adjust materials and lights while watching the image refine.
  3. Turn on caustics for clear or polished parts, and make sure a surface is there to receive them.
  4. Set the final scope's noise, sample and time limits, choose a denoiser and render.

Requires an NVIDIA GPU with a current driver. The first render after installing, or after a driver update, takes a few minutes while the renderer prepares itself for your GPU.

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