The maximum number of threads to use in render. If you need to work on the computer that is currently rendering the scene, you can decrease this value.
Priority
If you need to work on the computer that is currently rendering the scene, then an alternative to decreasing Max Threads can be to reduce the priority of the process. WARNING: increasing the priority will speed up rendering, but on some systems may cause unstable operating system.
Preview every Nth frame
The window with preliminary rendering results will NOT be displayed after each pass. In any case, the results will be updated no more often than once every 3 seconds.
Ignore errors and warnings
In case of problems parsing the scene before rendering, Dali Renderer will ask for confirmation for further actions. In case the problems are not significant and multi-frame animation is being rendered, these confirmation questions can be turned off.
Auto Mipmap
Before rendering the scene, Dali Renderer converts all file textures to an internal optimized representation. As part of the process, anisotropic Mipmaps are created. This option allows you to select the desired method for creating scaled-down textures. The prepared textures will be saved in the cache and can be additionally exported in the internal HTX format.
Texture Anisotropy
Maximum degree of texture anisotropy. This option strongly affects the duration of the scene preparation stage and the size of the occupied memory, but it improves the quality of the picture.
Simplified generation for textures larger, than
When creating Mipmaps, a simplified algorithm for large textures will be applied. This simplification is an industry standard and has little or no degradation in quality.
Linearize Textures
For physically correct rendering, all textures must be converted from the original color profile to the linearized version. If there are problems with profile detection and it is known for sure that the textures have already been linearized, this option can be disabled.
Force sRGB if no profile
If the original texture does not contain a color profile, then assume that it is in the sRGB color space.
Linearize on sampling
Typically, source textures are 8 bits per color channel (24 bits for RGB). After applying the profile, you have to store 16 bits per channel. This doubles the required memory. To save memory, you can apply linearization while sampling. This will slow down rendering somewhat but saves memory.
File Texture Cache Size
The generated internal texture representations will be cached in the texture cache. Dali Renderer will try not to exceed the size of this cache by more than the specified number in megabytes. If the textures are re-created on every render, then the cache size is insufficient.
File Data Cache Size
Generated data of any nature will be cached in the data cache. Dali Renderer will try not to exceed the size of this cache by more than the specified number in megabytes.
Clear
Pressing this button will clear all caches.
Output Path
The path where the rendering results will be saved.
Output name
Basic template for saving render results. The template can include identifiers %frame %stereo.
Example: The template <MyPicture_%stereo_%frame> will cause the file <MyPicture_left_0000.exr> to be written.
Save Beauty JPEG
Save results as JPEG.
Save Beauty EXR
Save results as EXR.
Cache Path
Base path to texture and data caches.
Texture Path
Additional texture path.
Auto Save HTX Textures
Export each newly created texture along this path in HTX format.