


When utilized too aggressively, if the camera moves or the smoke changes, you will notice flickering and odd banding in your volume across a series of renders.

On the Rendering tab of the mantra output node’s Limits sub-tab is where you’ll find the Opacity Limit setting. The opacity limit can be used to stop the current ray if the required level of transparency is reached when rendering geometry. This option is especially helpful in situations when there are plenty of little light sources, like in a scenario with lots of external street lights. Shaders will completely disregard a light source when they are executed outside of the active radius, speeding up rendering. Enabling the Active Radius parameterĮnabling the Active Radius parameter on the light object and setting it to the maximum radius of effect for that light will speed up renders for lights that only affect a portion of the displayed scene. Your volume rendering will take longer if you utilize the Environment Light from the shelf with your volume objects since each shaded micropolygon will generate a disproportionately large number of rays as a result of the raytraced ambient occlusion. You might just want one or two lights with this option switched on and the other lights not using shadows because deep shadows offer you depth. Rendering times will also be sped up by employing deep shadow maps and using less lights. Limiting the amount of lights to look up will correspondingly lower render times since, with micropolygon rendering, each shader call will loop through all the lights illuminating the current micropolygon in the volume. You can alter the depth of field and/or motion blur levels by lowering the shading quality, which will consume less memory and shorten render times. This setting dynamically regulates the shading quality. Try adjusting the Motion Factor value, which is found on the Dicing sub-tab of the Rendering tab of the mantra output node, if you are using either depth of field or motion blur. If you disable this option, you may choose how many processors to utilize by setting the Thread Count.īy speeding up rendering, lowering the Volume Step Rate on the Rendering => Sampling sub-tab mantra render node reduces mantra’s capacity to discern fine information in volumes. You can disable the Use Max Processors checkbox on the Render sub-tab of the Rendering tab of the render node if you do not want to use all processors. Houdini uses all of the processors by default to speed up rendering.
