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.