Presto

Thea Render Presto is an advanced rendering engine that has been written from the ground up and is optimized for simultaneous GPU and CPU execution, thus harnessing all your computing power. The engine has been optimized for fast, interactive rendering. This pushes GPU + CPU computing to the limits while keeping the high, photo-realistic quality of Thea Render.

GENERAL SETTINGS

  • Tracing depth: Increasing this parameter may be necessary in some cases where the scene contains a large number of mirrors or dielectrics, but it has a direct impact on render times.
  • Diffuse depth: Setting diffuse depth to zero eliminates all light bounces from the scene, leaving only direct light.
  • Point light intersections: When enabled, point lights with a soft radius become visible while rendering. This option also speeds up the rendering of caustics caused by highly reflective materials.

ADVANCED SETTINGS
To access the advanced settings, click on the hamburger icon and select the settings you want to display.

  • Supersampling: This corresponds to the supersampling used for the image output (i.e., internal resolution multiplier for antialiasing enhancement)
    • None: No supersampling
    • Normal: 2x2
    • High: 3x3
    • Auto: Corresponds to 'None' when rendeirng in interactive mode and 'Normal' in production.
      Setting supersampling to a higher level generally improves antialiasing of the output, but increases memory demands for storing the image (by 4 times for 'Normal' and by 9 times for 'High')
  • Displacement: Enables / disables displacement globally
  • Motion blur: Enables / disables motion blur globally
  • Medium / SSS: Enables / disables medium and SSS globally
  • Clamp level: Clamps the evaluation of a pixel, improving antialiasing. The number corresponds to the clamping limit.
    Higher than 1: clamping becomes less effective for antialiasing.
    Lower than 1: clamping becomes more effective, but it also more aggressively lowers the brightness of the image.
  • Random glints: Enables / disables random glints globally.

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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: Clamps the brightness of the light paths of the rendered image that have a value higher than the one defined here
  • Caustics: Enable this option to introduce reflective and refractive caustics

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Watch the adaptive tracing tutorial on YouTube: https://www.youtube.com/watch?v=-3lpNz6Lgf0

BUCKET RENDER

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.

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OUT OF CORE

Out-of-core rendering gives the GPU engine the option to use the mainboard 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 memory (textures, geometry, accelerator and film)

  • Textures / geometry: Select which components will be affected by out of core

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AMBIENT OCCLUSION

Ambient occlusion can be used to mimic a part of global illumination. For faster render times, consider setting the diffuse depth to 0 or 1.

  • 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

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EXTENDED TRACING

Extended tracing can efficiently render scenes with transparent objects or materials with subsurface scattering while using a lower tracing depth.

  • Transparency depth: Determines the extended tracing depth for all transparent materials like thin glass, glass, and clip map
  • Internal reflection depth: 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

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RELIGHT

Relight allows you to create infinite images from a single render. When relight is enabled, every light in the scene can then be modified (e.g. intensity, color) and create different lighting setups in post production. This option is only available when in production mode. You may find out more here.

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