Shade3D Help (Contents)

GPU Ray Tracing

Basic Standard Professional
- - O

Unlike conventional real-time rendering via the GPU, ray tracing on the GPU enables high-speed and high-quality image generation.
Advanced expressions such as refraction of transparency, object reflection, and global illumination can be checked in real time.
In addition to previewing in the figure window, it can also be used as a final rendering, dramatically speeding up the production of any genre.

Note OS and GPU that support GPU ray tracing are required for operation. Please check the System Requirements of Shade3D Ver.22 for further details.

Note Available in Shade3D Professional.

Interface Figure Window > Display Mode(at the top right corner of each viewport) > GPU Ray Tracing(Available when the Display Mode is with Shading or Texture.)
Interface Rendering Setting > Method > GPU Ray Tracing


Display in the Figure Window

Display Mode(at the top right corner of each viewport) > GPU Ray Tracing
This is enabled when the Display Mode is set to any of Shading, Shading and Wireframe, Texture or Texture and Wireframe.
By switching to GPU Ray Tracing, the rendering results can now be checked in the Figure Window in real time.

The following features are supported compared to the Phong display mode

Phong GPU Ray Tracing

Options

AI Denoiser
Intel Open Image Denoise
Remove high frequency noise with AI deep learning based filter.
Sampling
Ray Cast Level
The number of times of ray reflection. Rendering time will increase if rendering is performed for reflections that are repeated a large number of times.
To avoid this, Shade3D can place restrictions on the number of times of reflection. No reflection occurs exceeding the specified value.
Sample Count
Adjust the ray tracing quality. Image quality improves and rendering time increases in proportion to the value.
Reflection Factor
Specify the ratio at which the indirect radiation affects the global illumination.
When the value is smaller, then the calculation speed improves, but the effect of global illumination will become weaker.

Rendering Settings

Method > GPU Ray Tracing
Render with GPU ray tracing.
The rendering process is not shown as in other methods, only the resulting image is displayed.

Parameter Settings

TabItemsDescription
Basics Intel Open Image Denoise・Perform noise reduction.
・Normal pass and Surface material: albedo pass will not be generated.
Antialiasing・Same as other rendering methods.
When selected, anti-aliasing is performed during rendering.
Render Background・Turn Render Background and Reflect Background on and off as a set.
Illuminance Correction・Same as other rendering methods.
The intensity of all lights in the scene can be adjusted at once to correct the brightness of the scene.
Render Shadows・Same as other rendering methods.
Shadows of objects are rendered.
Image Color Management・Same as other rendering methods.

See also Linear Workflow

Resolution・Same as other rendering methods.
Specifies the resolution of the image to be rendered with DPI.
G.I. Reflection Factor・Same as other rendering methods.
Specify the ratio at which the indirect radiation affects the global illumination.
Effects Effector・The following effectors are available.
Add Noise, Invert Color, BlurEffector, Burn Timecode, Burn Rendering Info
Misc. Compatibility・Invalid
Ray Cast Level・Same as other rendering methods.
The number of times of ray reflection.
Sample Count・Adjust the quality of the ray tracing.
・Image quality improves and rendering time increases in proportion to the value.

See also Rendering Settings

The following features are not supported at the moment compared to CPU-based ray tracing.

These limitations are for Shade3D Ver. 22.0. Some of them will be improved in subsequent updates.

Object Rendering Boolean
The hole attribute of line objects
Native rendering of Primitive/Curved surface Sphere, Circle, Extrude Solid from circle.(Replace with polygon mesh)
Rendering Image Alpha channel, Z-depth
HDR
Color Correction Instant color correction.
Camera Depth of focus
Light Area Light, Line Light, Distribution Light (Replace with Point Light)
Shadow softness
Volume light
Shade3D Material Advanced settings
Glow, Ambient, Roughness, Anisotropic, Backlight, Aberration, Volume settings
Mapping settings with multiple layers
Mapping patterns other than Image Mapping
Mapping types other than Diffuse
Layer composition types other than Multiply
Image mapping tiling types other than Repeat
PBR Material Advanced settings other than No Shading
Alpha Blend, Alpha Mask and Opacity of Transparency
Mapping patterns other than Image Mapping
Specular and Normal mapping type
Layer composition types other than Multiply
Image mapping tiling types other than Repeat
Rendering Setting Image Window Area Rendering
Merge of rendered images
Basics Antialiasing parameter settings
Sampling Filter
Set Render Background and Reflect Background separately.
Switch Shadow Type(Fixed to Tay Tracing)
Image 64bits, 128bits Pixel Depth(Fixed to 32bits)
Backdrop
G.I. Global Illumination other than Path Tracing(Also not compatible with no global illumination)
Path Illumination parameter settings
Indirect Energy Factor
Effects Fish-Eye Distortion
Panorama Projection
Motion Blur
Extract Alpha Channel, Extract Z-depth, DepthPlus, FogPlus, GlowEffector, Particle Physics, Stars
MultiPass MultiPass Rendering
Misc. Number of Threads
Premultiplied Alpha
Transparency Affects Alpha
Internal Reflection
Spectrum Aberration
Ray Tracing Quality(Adjust by Sample Count)
Ray Offset
Others Interlocking action with legacy plug-ins

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