SHIFT
+ R
= » switch to karma
Outputs
MPlay
- can set up to send to MPlayDriver
- Progressive / Buckets (with progresisve passes +1 ) fastest way tofrist pixel
Rerender fragment
- Data Windows NDC
Workflow to optimize
- turn off indirect and get direct light clean (if note it will continue spreading wrong resoults)
- Sometimes render x2 resolution but 1/2 samples > deniose > scale down get sharpen edges and more details with same times. (especially for motion). Works only because of noise consistency Karma is producing.
- sequences
Karma render settings
Karma Render Properties
- Can add multiple Render settings.
Karma sampling
Pixel samples
Main quality driver. Pixel Samples Multiplayer.
Values: 32 - acceptable / 128 - clean
Render Times: Predictable - doubles when param doubles. and have linear relation with render size
Indirect rays
How much samples shot from shading point. Convergence mode: (how total ray samples are calculated) (montecarlo convergence)
Variance
- DefaultMin
/Max
- treshold ! advanced tab > noise level is drivng min and max. lower noise level will shoot more max 0.005 very clean.- Min -
- Max - 9 / 12 / 30 - Small increase in render times. But pixel sample is doing more cleaning.
Distributed
- Manual - Ability to change on types - so in specific situations when scene have one type of raysPath Traced
- progressive like in viewport (not final) - longer with lot of bounce lights. (can help with far a way ropes)
Noise levels
Fine detail levels. check if its noise or not enough samples
- 0.02 noisy / 0.01 default / 0.005 max / below its not super cleaner (not shooting more rays) Render times can increas much
Oracle
Variance pixel samples, based on noise level at selected rendre pass (ie. beauty pass) during rendering Will ignore darker values more. If noise is everywhere oracle will go to max pix samples (Amount ovf variance that trigers more rays ) Pixel sample thershold Im wię◙kszy tym wiekszy musi byc noise zeby odpalił dodatkowe raye
- varaince like in min/max
Turn of by setting to uniform
Limits
How many bounces allowed. Can save a lot of render time
Bounces GI - 3 is enough for sky (is slow and more change not so much) / for sunlight will change
Color limit - will darken when to low
Russian Roulette - Killing some samples in every next bounce. Value is number of bounce when to start reducing. Its good to use cause after 2 bounce rays ale much less important. At 0 will kick of quickly and produce noise.
Light quality
Global multiplayer. Specific setups in light actors directly. Sampling mode
Light Tree
beneficial when lot of lights. gnerally goodUniform
- single light
1- minimum to work but its ok. No need to increase in simple scenarios
Volumes
Dicing
Effect on pieces we don’t see that is reflected or use indirect ilu. Multiply - for reflection and refraction & displacement. Default ok.
Indirect Guide
Can optimize indirect bounces Will initialize with pre pass
- not big quality difference. - expensive not always change q.
Denoise
Workflow with denoiser: - increase resolution, decreas pixel samples
can soften small details ,
Denoise in COP
Need 2 additional passes, Albedo
, N
.
- File (load render passes)
- Denoise AI
How low samples can use with denoise - Scale down
Image output > filters > Denoiser OCIO (open color) Add 1
- Output space ‘ACES - ACEScg’
- Input Space: data
Lights
Interior render with area lights in windows
dome light
especially with texture is harder to calculatespot light
aera lights
- not better than doom but direct tan be little bit cleaner.portal lights
- to focus render but same quality in karma not huge effect
not all lights work with xpu
xpu dont use exposure. (change in intensity )
IES
can download from pixar renderman site
Shading
When light hit surface it can be:
- reflection
- absorption
- transmission
Shaders
USD Preview surface
- need uv nodes and dont have subsurface. Basic one ! poor only for usdMaterialX
- for Karma XPU -Pyro
- shaders are okKarma Pyro preview
- karma pyro for XPULens Shader
- inside camera use lens shade (must be mat context not material lib ) - can add distortion and aberration
Features
- Diffuse
- Albedo
- Base Color Albedo multip: - sth with absorbtion
- Specular
- any point of surface
- dielectric: 2-8%
- semi-conductor 8-40$
- metal - 40 +
- Fresnel
- at any angle (Is spec refl !)
- Roughness
- Absorption
- we see colors throughh absorption (color are absorbed by heat) BLACK BODY IS NOT ONLY A PERFECT ABSORBER BUT ALSO A PERFECT emitter of heat. Hence the black container will cool down faster. Dark-colored materials absorb visible light better than light-colored materials. That’s why the dark side of the card heats up first.
- IOR
- for dielectric ~1.3 RefractiveIndex.Info PixelAndPoly.com
- higher ior is , slower light will travel .
- bend on border of values
- more dense mats ~ more ior > so more spec
- Anisotropic
- directional refl
- Sheen - subtle dif rough
- Coat - double highlights
- Transparency
- ray limitatins - up refl and refr limits if black resoults to low limits
- Sub Surf - single scattering - like a marble. will soften a shadows random walk -new one
- Tansparency
- Transmition @ distance (at what distance will be fully trans. color ) : how its color wwhen going throu medium
-0–
lambertian reflection
All diffuse is technicaly subsurface but not visible water based body liki skin have deeper
Camera
DOF
under view: - focal len
and horizontal aparture
.
Dof - Shift
+ F
- show plane / Shift
+ Click LMB
- to show when to shift
F- stop - how much blur
Blur
Motion Blur
On movement
- need to
Cache
- in camera
shatter open
,shatter closed
Velocity Blur
relay on attribute
v
- geometryvel
- vdb grid / vector grids
AOV (Render Vars)
- passes
beauty
- defaultC
plane - is beauty pass
LPE Tags
Divide light s to componenets for evey light
Compose in COP
- delete channel
- rename channels
screen
mode if rendered with taged layers.
Cryptomats
render vars
Deep camera maps.
heavy - volume information’s. can compo with semi
https://matlib.gpuopen.com/main/materials/all