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 |
|---|---|---|
Enables caching path-tracing results for improved performance at the cost of some accuracy. |
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Enables the many-light sampling algorithm, which can improve performance in scenes with many lights. |
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Enables direct illumination sampling of geometry with emissive materials. |
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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.
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.
int | Default: 3
Other Ray Bounce and Shading Settings#
USD Attribute |
Type |
Default |
|---|---|---|
Maximum number of ray bounces for SSS. |
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If enabled, fractional cutout opacity values are treated as a measure of surface ‘presence’, resulting in a translucency effect similar to alpha-blending. |
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Roughness threshold above which a surface is considered rough and rendered with performance-favoring approximations. |
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Roughness threshold above which a surface is considered rough and rendered with performance-favoring approximations. |
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Enables motion vectors for translucent (refractive) objects, which can improve temporal rendering such as denoising but can reduce performance. |
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Firefly Filter#
USD Attribute |
Type |
Default |
|---|---|---|
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Clamps the maximum ray intensity for glossy bounces. Can help prevent fireflies, but can result in energy loss. Automatically scaled with exposure. |
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Clamps the maximum ray intensity for diffuse bounces. Can help prevent fireflies, but can result in energy loss. Automatically scaled with exposure. |
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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. |
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Gaussian Splatting#
USD Attribute |
Type |
Default |
|---|---|---|
When enabled, gaussian hit depth is opacity-weighted across up to |
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When enabled, gaussian SH0 albedo is opacity-weighted across up to |
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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). |
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