The Custom Control option allows control over all quality settings available in KeyShot. This mode typically produces smoother results in areas of high noise or shadow.
The example below shows a Custom Control rendering with a blue plastic material. Custom Control can be a good option for efficiently rendering noise-free images of scenes with diffuse materials like plastics.
The model in this scene was created by dk and downloaded from GrabCAD
This will control the amount of rays per pixel that will be sent into the environment to gather information to determine that pixel’s final shade. It is best to control this setting per material and set a value between 8 and 16 in the render settings.
For information on samples and setting samples per material, please see the section on roughness and glossy samples.
Ray bounces are the number of times rays of light are calculated as they bounce around a scene. Ray bounces are initially set in the Lighting tab and any values entered there will be inherited by the Render Dialog. The value set in the Render Dialog is not however inherited by the lighting tab. this way you can adjust the amount of ray bounces for the specific rendering without affecting the general setting.
Learn more about Ray Bounces on the Custom Lighting Preset page.
Anti aliasing is a method for smoothing out jagged edges that are created by pixels. Since pixels are made up of squares, they can produce a jagged look where edges meet. Anti aliasing smooths out these edges. In most cases, the default value of 1 is sufficient.
Increasing the anti aliasing quality can help to avoid artifacts that may occur when rendering with alpha (transparency) with objects having a very similar color to the background. For illustration, a synthetic example will be used.
The example below shows the Still Image rendering of a Flat material sphere with a Color Gradient texture whose color matches the background on one side.
The examples below show composites of the transparent rendering on a solid black background color for an Anti Aliasing quality of 1 and 5. Click the images to enlarge.
|Anti Aliasing Quality = 1||Anti Aliasing Quality = 5|
When the Anti Aliasing value is 1 the blue side of the sphere shows artifacts. These artifacts are absent when an Anti Aliasing quality of 5 is used.
Shadow quality will control the shadow quality for ground and object shadows. Note that increasing Shadow Quality dramatically increases render time. This setting will have most effect for bright diffuse materials, like for example white plastics.
|Shadow Quality = 1||Shadow Quality = 3|
Global Illumination Quality
This will control the quality of all indirect light. Increasing this value can dramatically increase render time. It is rarely necessary to set a value above the default value of 1. If Global Illumination is turned off, this parameter will be grayed out. Global Illumination is enabled/disabled in the Lighting tap of the Project panel.
|Global Illumination Quality = 1||Global Illumination Quality = 2||Global Illumination Quality = 4|
This will apply a slight blur to the image to reduce the overly sharp look that computer-generated images can have. Higher values will have more blur. This does not increase render time. It is advised to leave this setting at the defautl value of 1.5. Higher values will cause low resolution images to look overly blurry, but can be used for high resolution renderings. A value of 1 disables pixel blurring.
Pixel Blur = 1
(No pixel blurring)
|Pixel Blur = 1.5||Pixel Blur = 3|
DOF (Depth of Field)
This will control the quality of depth of field if it is enabled in the camera tab. Increasing this value will have an effect on render time. For production quality a value between 3 – 5 is recommended. If Depth of Field is not activated, this parameter will be grayed out. Please see the section on cameras for more information on depth of field.
|DOF Quality = 1||DOF Quality = 3|
Increasing this value will improve the samples and quality of the caustics. If caustics are not enabled, this parameter will be grayed out. You can enable caustics in the Lighting tab of the Project Panel. The maximum value that can be entered is 50. Increasing the value will increase memory consumption, and high values will require a lot of system memory.
Please see the Refractive Index page for more information about caustics.
The examples below show the effect of increasing the Caustics quality for a scene with a Solid Glass material, lit by a Spotlight.
|Caustics Quality = 1||Caustics Quality = 10||Caustics Quality = 25|
This will allow sharp shadows to be cast across 3D geometry when the lighting scenario would create a sharp shadow. It is more accurate to have this checked and it is enabled by default. It is generally recommended to leave this on.
|Sharp Shadows = enabled||Sharp Shadows = disabled|
Sharper Texture Filtering
This will attempt to preserve detail in textures when viewed at grazing angles. For example, imagine being eye level with a wood table and seeing the wood grain compress together. Detail can get lost in the compressed areas. This setting reduces the loss of detail. This feature can increase render time so enable only when using textures with glancing angles.
Global Illumination Cache
Disabling Global Illumination Cache replaces the potential dirty shadows and black spots with noise. These artifacts can appear when the scene has transparent materials with diffuse surfaces behind them. Increasing Global Illumination Quality will reduce the noise. Increasing the Samples will also help in reducing the noise.
The examples below show the effect of toggling Global Illumination Cache for a scene with a Cloudy Plastic material.
|Global Illumination Cache = enabled||Global Illumination Cache = disabled|