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//** based on the interior 1.0.

5_interior_high presett
//** Changes
//** 1. Standard AA settings (form 1.0.4_interior_test) used

showphotons 0;
pixelorder random;
var __render_mode,21100; /irrcache

var __gi_res,0.5;
var __oversample,0.5;
var __usecaustics,0;

var __pmphotons,-1000000;
var __pmN, 5000;/can use 2000 for more speed
var __pblur,0;
var __pmult,1;
var __psteps,4;
var __gllow,0.4;
var __glstep,4;//old 4
var __glhigh,0.8;

var __cphotons, -100000;


var __cN, 600;
var __cmult,1;
var __csteps,10;
var __clow, 0.1;
var __chigh, 0.9;

//FG
var __FGRmin, 400; //FG min rays
var __FGRmax, 2000; //FG max rays
var __FGth, 0; //FG threshold
var __FGSPtol, 0.05; //Spatial tolerance
var __FGangTol, 15; //FG angle
var __FGblur, 0.5; //FG Blur
var __FGdistmin, 0.1; //Min ray distance 100
var __FGdistmax, 50; //Max ray distance 5000

var __prerendlevel, 1; //Prerender %


var __prerenddiff, 0.1; //Splotch tolerance
var __gradients_neighbour,0.1; //Gradients neighbour
var __prerendpass, 2; //Prerender passes
var __ptCornDist, 1; //Corner path distance
var __ptCornPath, 1; //Corner path depth(bounces)

//Antialiasing
var __aa_gridsize,3;
var __undersample_edge,1;
var __undersample_thrsh,0.0001;
var __undersample_px,0;
var __pxFiltRad, 0.8;
var __EdgeAbs,0.1;
var __EdgeRel,0.1;
var __EdgeNorm,0.01;
var __EdgeZ,0.1;
var __EdgeUp,0;
var __EdgeThick,1;
var __EdgeOver,1;
var __LumModel,1;
var __alcomp,1;
var __LLthrsh,0.002;
var __LLRmin,1;
var __LLRmax,4;
var __ALthrsh,0.002;
var __ALRmin,1;
var __ALRmax,4;
var __AreaDouble,1;
var __LumThrsh,0.01;
var __Rmin,10;
var __Rmax,60;

var __blur_rays_min, 500;/2000 is good but slow


var __blur_rays_max, 2000;/5000 is good but slow
var __blur_noise, 0.001;
var __blur_accuracy, 1;
var __blrthrsh,0;

//**DO NOT ALTER***


var __Octdepth, 220;
octree __Octdepth,15;
/octree __Octdepth,15;var sep,0.7;var ds,1;var fs,90;
/octbuild sep,(ds*0.2,ds*1,ds*0.2),(fs*0.2,fs*1,fs*0.2);

globalmultiplier __pmult;

var __material_dtr_total,0.95;
var __material_reflection_blur_default,0.3;
var __material_refraction_blur_default,0.3;

//Sky
var __lightbounce,40;
var __turbidity, 2;/2 orig
var __sky_exposure, 2;/1.5orig
var __sun_power, 10e9;
var __sun_intensity,0.5;
var __sun_spot_angle, 1.5;
var __sky_background_exposure, 1;
var __sky_parameter, 1;
var __gamma,0.9;

//Lights
var __omni_noise_level, 0.001;
var __omni_rays_minimum, 20;
var __omni_rays_maximum, 100;
var __omni_size, 0.007;
var __omni_power_multiplier, 1500;
var __lem_power_multiple, 10; //check!!

//Antialiasing
imagesampler total_rot_uniform,4;
edgedetector
__EdgeAbs,__EdgeRel,__EdgeNorm,__EdgeZ,__EdgeThick,__EdgeOver,__EdgeUp;
pixelfilter quadric,__pxFiltRad;
recurse __lightbounce;
limitdr 1;

//Tonemapping
var __exposure, 1;
inputtonemapper gamma_exposure,1.4,1;

tonemapdefine t1,gamma_exposure, 1.4, __exposure;


tonemapdefine t2,exp_exposure, 3.5, __exposure;
tonemapper blend,0.7,t1,t2;

/postprocess ca,0.02,1,1.5,100; /configures chromatic aberration

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