Real-Time Path-Tracing#

Real-Time Path-Tracing (RTPT) is the default render mode. It produces high-quality images with accurate global illumination, reflections, and shadows using a cached path-tracing approach optimized for real-time performance.

token omni:rtx:rendermode = "Real-Time Path-Tracing"

Settings#

Sampling and Caching#

USD Attribute

Type

Default

omni:rtx:rtpt:cached:enabled

Enables caching path-tracing results for improved performance at the cost of some accuracy.

bool

true

omni:rtx:rtpt:lightcache:cached:enabled

Enables the many-light sampling algorithm, which can improve performance in scenes with many lights.

bool

true

omni:rtx:rtpt:ris:meshLights

Enables direct illumination sampling of geometry with emissive materials.

bool

false

Ray Bounces and Shading#

omni:rtx:rtpt:maxBounces#

Maximum number of ray bounces for any ray type. Higher values give more accurate global illumination, but worse performance.

Type: int | Default: 3

omni:rtx:rtpt:maxSpecularAndTransmissionBounces#

Maximum number of ray bounces for specular and transmission. Affects reflections and refractions through transparent materials like glass.

Type: int | Default: 3

Other Ray Bounce and Shading Settings#

USD Attribute

Type

Default

omni:rtx:rtpt:maxVolumeBounces

Maximum number of ray bounces for SSS.

int

15

omni:rtx:pt:fractionalCutoutOpacity

If enabled, fractional cutout opacity values are treated as a measure of surface ‘presence’, resulting in a translucency effect similar to alpha-blending.

bool

true

omni:rtx:rtpt:maxRoughness

Roughness threshold above which a surface is considered rough and rendered with performance-favoring approximations.

float

0.3

omni:rtx:rt:reflections:roughnessCacheThreshold

Roughness threshold above which a surface is considered rough and rendered with performance-favoring approximations.

float

0.3

omni:rtx:rtpt:translucency:virtualMotion:enabled

Enables motion vectors for translucent (refractive) objects, which can improve temporal rendering such as denoising but can reduce performance.

bool

true

Firefly Filter#

USD Attribute

Type

Default

omni:rtx:rtpt:fireflyFilter:enabled

bool

true

omni:rtx:rtpt:fireflyFilter:maxUnexposedIntensityPerSample

Clamps the maximum ray intensity for glossy bounces. Can help prevent fireflies, but can result in energy loss. Automatically scaled with exposure.

float

3200.0

omni:rtx:rtpt:fireflyFilter:maxUnexposedIntensityPerSampleDiffuse

Clamps the maximum ray intensity for diffuse bounces. Can help prevent fireflies, but can result in energy loss. Automatically scaled with exposure.

float

3200.0

omni:rtx:rtpt:fireflyFilter:maxPerEmissiveUnexposedIntensity

Clamps the maximum ray intensity for emissive contribution after primary bounce. Can help prevent fireflies, but can result in energy loss. Automatically scaled with exposure.

float

3200.0

Gaussian Splatting#

USD Attribute

Type

Default

omni:rtx:rtpt:gaussian:accumulatedDepth:enabled

When enabled, gaussian hit depth is opacity-weighted across up to maxGaussiansToAccumulate hits, producing a more stable depth than the stochastic single-hit depth. Useful for reducing ghosting in DLSS-RR.

bool

true

omni:rtx:rtpt:gaussian:accumulatedAlbedo:enabled

When enabled, gaussian SH0 albedo is opacity-weighted across up to maxGaussiansToAccumulate hits and the result overrides the GBuffer diffuse albedo, which usually improves image quality.

bool

true

omni:rtx:rtpt:gaussian:maxGaussiansToAccumulate

Total hit budget for gaussian depth/albedo accumulation. Values up to 48 use a single pass over the closest N hits. Values above 48 enable a multi-batch traversal that continues until the budget is reached, the 95% opacity threshold is hit, or no more candidates are found. Set to -1 for unlimited accumulation (stops only on opacity threshold or BVH exhaust). Set to 0 to disable accumulation entirely (depth/albedo accumulation settings are ignored).

int

48