• Supersampling: Corresponds to the supersampling used for the image output
    • None ‐ No supersampling, Normal (2x2), High (3x3)
    • Auto ‐ No supersampling in IR, Normal in Production Mode
  • Motion blur: Enables motion blur for all visible animated objects
  • Displacement: (Classic only) Enables / disables displacement for every object
  • Volumetric scattering: Enables / disables the rendering of participating media
    If disabled, Volumetric (Medium) and Sub Surface Scattering (SSS) won't be rendered
  • Relight: (Classic only) Enables the Relight functionality. Relight needs to be enabled before starting a rendering
  • Point light intersections: When enabled, point lights with a soft radius defined will be visible while rendering. This option also speeds up rendering caustics coming from highly reflective materials
  • Random glints: This option creates glittery surfaces containing small mirror-like flakes that react to light



  • Tracing depth: Increasing this parameter may be necessary for certain cases where there are a lot of mirrors or dielectrics in the scene but it has a direct impact on render times
  • Diffuse depth: Setting diffuse depth to 0 removes all light bounces from the scene, leaving only the direct light
  • Extended tracing: Extended tracing can efficiently render scenes with transparent objects or materials with subsurface scattering while using a lower tracing depth
    • Transparency: Determines the extended tracing depth for all transparent materials like Thin glass, glass, and clipping
    • Internal reflection: Determines the extended tracing depth for transparent materials that have refraction and total internal reflection.
      These materials are created with the use of the glass layer (e.g., solid glass or water). If you notice that you get dark areas on solid glass, this is often the result of the internal reflection depth being too low, not because of the transparency depth
    • SSS Depth: Determines the extended tracing depth for subsurface scattering (SSS) materials.
      In some cases increasing this value is needed to increase the brightness of brightly colored, and dense SSS materials. Not available when Diffuse Depth is enabled
  • Clamp level: Clamps the evaluation of a pixel and improves antialiasing
  • Clay render: By enabling this option, all materials in the scene will be rendered as diffuse gray, giving the final image a clay effect. Material properties like bump and clipping can still be seen in the final render. The value controls the reflectance of the clay material
  • Bucket rendering: Rendering high resolution images with multiple channels is usually an issue for GPUs, but with the use of bucket rendering, you can overcome this limiting factor and improve scalability as well
  • Ambient occlusion: Ambient occlusion can be used to mimic a part of global illumination, making the rendering engine faster
    • Distance: This is the maximum distance that the sample may be evaluated to an intermediate (gray) color. After that distance, the sample is evaluated to a white color
    • Intensity: This value defines the intensity of the ambient occlusion used
  • Adaptive tracing: Adaptive tracing is a technique that solves difficult lighting scenarios such as caustics from point lights, sun pool caustics and diffuse interreflections. This results in images with a higher dynamic range and lighting effects that were previously impossible
    • Clamp firefly: Enable this option to eliminate bright pixels from the final image. Use the clamp value to clamp the brightness of the light paths of the rendered image that have a value higher than the defined one
    • Caustics: Enable this option to introduce reflective and refractive caustics



  • Type: There are two modes to choose from.
    • Server: The server machine (running Rhino) renders along with the rest of the nodes in the network
    • Pure server: The server machine does not take part in network rendering and leaves that only to the nodes. A good option when the server is not powerful enough or it is needed for other tasks
  • Port: The default value is 7200 and is used for communication between the SketchUp (server) and nodes.



In this rollout you will find listed, all the compatible devices that have been detected by Thea for Rhino. It is possible to enable / disable devices and also set their priority.



  • Threads: Defines the threads that will be used during rendering
    Max corresponds to the maximum number of logical cores on your machine
  • Priority: Corresponds to the priority assigned to render threads by the operating system



Out-of-core rendering gives the GPU engine the option to use the mainboard’s memory when the scene does not fit the graphics card’s memory. You can select which parts of the scene should be transferred to the mainboard’s memory (textures, geometry, accelerator and film)

  • Texture / Geometry / Accelerator / Film: Select which parts of the scene will be transferred to the mainboard's memory
  • Min Memory (MB): the minimum amount memory (in MBs) on the graphics card that when available memory becomes less than this amount, the resources are allocated out of core (eg. not on graphics card memory)
  • Min Memory (%): the percentage of graphics card total memory that when available memory becomes less than this amount, the resources are allocated out of core (eg. not on graphics card memory)