Skip to content

Quality presets

Rendering > Render Quality picks the samples-per-pixel (spp) preset used by the production path tracer. Higher spp = less noise = longer renders. The four presets cover the practical range.

The four presets

Preset spp Best for Time per 1024×1024 (M2, RTX 4070)
Draft 4 Live preview while tweaking ~0.4 s / 0.3 s
Preview 12 Tutorial-grade stills ~1.2 s / 0.9 s
Production 64 Marketing screenshots ~6.0 s / 4.5 s
Final 256 Hero shots, print, the logo gif ~24 s / 18 s

Times scale linearly with resolution (4x area → 4x time).

Custom spp

For a one-off render at a non-preset value:

Rendering > Render Quality > Custom… opens a small dialog with a spp slider (1 - 1024). Useful when you want 128 spp because 64 shows residual noise but 256 is overkill.

Adaptive sampling

By default the tracer uses adaptive sampling: each pixel samples until its variance falls below a threshold, then stops. Plain regions converge fast, hot spots (specular highlights, caustics) get more samples.

Configure in Preferences > Rendering > Adaptive Sampling:

  • Variance threshold: default 0.005. Lower = stricter = more samples on hot spots.
  • Min spp: default 4. Every pixel runs at least this many.
  • Max spp: cap; 256 by default for Preview, 1024 for Final.

For deterministic spp (every pixel exactly N samples), disable adaptive sampling.

Render Selected vs Render All

Action Effect
Rendering > Render Selected Path-trace just the selected placement, render into the canvas
Rendering > Render All Path-trace the whole scene
Rendering > Render Region Drag-box a region to render

Render Selected is the fastest way to audition lighting on a single hero subject without re-rendering the rest of the scene.

Batch render

Rendering > Batch Render… opens a dialog to render a frame range to disk:

  • Frame range: start / end / step.
  • Output: directory + filename pattern.
  • Format: PNG / EXR / JPG.
  • Notify on complete: ping you via system notification.

Batch renders in the background. Continue editing while it runs; the View Panel might lag slightly during heavy frames.

GPU vs CPU

The tracer prefers GPU (wgpu compute shaders). On a GPU-less machine (or with Preferences > Rendering > Force CPU) it falls back to a multithreaded CPU path; expect ~4-8x slower runtimes.

Recommendations

  • Authoring: Draft.
  • Reviewing: Preview.
  • Sharing on the team: Preview or Production.
  • Shipping: Final.

If you cannot tell the difference between Production and Final on your screen, use Production. Final exists mainly for print and for slow-motion logo gifs where lingering noise is conspicuous.

See also

  • Lights: what the path tracer is sampling.
  • AOVs: multiple output passes from a single render.
  • Color space: the format pipeline.