The camera to be rendered. A camera must be created and defined here in order to render.
The camera to use when determining subdivision levels of patches during adaptive subdivision. When enabled, the user provides a specific camera that will be used as a reference for all dicing (subdivision) calculations during Adaptive Subdivision (in other words, the tessellation of the object will not vary as the main camera is moved). This can be useful to fix objectionable flickering introduced by Adaptive Tessellation with certain moves of the main camera. If you set a static dicing camera, you will still get the benefits from Adaptive Subdivision (higher polygon detail closer to the dicing camera) while getting a tessellation that does not change from frame to frame. By default, this is disabled, and should only be used when necessary, and with a carefully chosen position for the dicing camera.
Polygon plane rendered with dicing camera (Catclark subdivision with 10 iterations)
Subdivision patches outside the view or dicing camera frustum will not be subdivided. This is useful for any extended surface that is only partially visible as only the directly visible part will be subdivided. Similarly, no subdivision work will happen if a mesh is not directly visible. This can be turned on globally by setting
options.subdiv_frustum_culling true and can be turned off for specific meshes with polymesh
Objects and Lights
These parameters determine which objects and lights are included in the render.
The order of processing these parameters is as follows:
Candidate objects/lights are selected.
Forced objects/lights are added.
Objects/lights matching the exclusion parameter are removed.
The geometry objects in this parameter will be included in the render if their display flags are turned on and their display channel is enabled.
Objects in this parameter are added to the render regardless of the state of their display.
Objects in this parameter are excluded from the scene, regardless of whether they are selected in the Candidate Objects or Force Objects.
Objects in this parameter will be invisible to camera rays, regardless of their individual visibility properties.
Objects in this parameter will have the matte shader applied, regardless of their individual visibility properties.
The optional environment shader network to add atmospheric effects such as fog and backgrounds with sky. See Environment Nodes.
You can specify a list of materials to export regardless of whether they are assigned to an object or primitive.
Replace the shader on every object with this one.
Look for materials inside Alembic files when rendering, when using the shop_materialpath primitive attribute. If found, the materials will be translated and assigned as usual.
Only lights in this parameter will be included in the render. If this parameter is set, the candidate, forced, and exclusion parameters are ignored.
Each light in this parameter is added to the render if the light is enabled.
The lights in this parameter are added to the render regardless of whether the light is enabled.
These lights will be excluded from the scene, even if they are selected in Candidate Lights or Force Lights.
By default, SOHO output drivers do not appear in the viewport menu. Enabling this will cause the driver to bedisplayed inthe menu.
If this option is turned on, POP and DOP simulations will be initialized before rendering.
When enabled, only the selected objects and lights will be rendered. If a SHOP material or VOP is selected, only the objects that have this material assigned will be rendered. You can choose how the remaining objects will be rendered. The default is to skip the export of the remaining objects entirely. However, you can also render them as phantom (invisible to camera rays) or as a matte.
Render only the selected objects and lights, including the object that has the selected material assigned to it.