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[DevOptions.

StaticLightingProductionQuality]

NumShadowRaysScale=32

NumPenumbraShadowRaysScale=64

ApproximateHighResTexelsPerMaxTransitionDistanceScale=9

MinDistanceFieldUpsampleFactor=7

NumHemisphereSamplesScale=64

NumImportanceSearchPhotonsScale=6

NumDirectPhotonsScale=32

DirectPhotonSearchDistanceScale=.5

NumIndirectPhotonPathsScale=32

NumIndirectPhotonsScale=64

NumIndirectIrradiancePhotonsScale=32

RecordRadiusScaleScale=.45

InterpolationMaxAngleScale=.75

IrradianceCacheSmoothFactor=.75

NumAdaptiveRefinementLevels=3

AdaptiveBrightnessThresholdScale=.25

AdaptiveFirstBouncePhotonConeAngleScale=2.5

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[DevOptions.StaticLightingProductionQuality]

NumShadowRaysScale=8

NumPenumbraShadowRaysScale=32
ApproximateHighResTexelsPerMaxTransitionDistanceScale=6

MinDistanceFieldUpsampleFactor=5

NumHemisphereSamplesScale=64

NumImportanceSearchPhotonsScale=24

NumDirectPhotonsScale=128

; Decrease direct photon search distance so that we will have more accurate
shadow transitions. This requires a higher density of direct photons.

DirectPhotonSearchDistanceScale=.1

NumIndirectPhotonPathsScale=4

; Need a lot of indirect photons since we have increased the number of first
bounce photons to use for final gathering with
NumImportanceSearchPhotonsScale

NumIndirectPhotonsScale=16

NumIndirectIrradiancePhotonsScale=2

NumCausticPhotonsScale=1

; Decreasing the record radius results in more records, which increases


quality

RecordRadiusScaleScale=.1

InterpolationMaxAngleScale=.5

; Decreasing the min record radius allows more records in corners for a higher
quality result

MinRecordRadiusScale=.25

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