Physical Renderer Options

These settings are available if you check the Use Physical Renderer box in the Detailed view of PhotoRendering Settings for the CineRender Engine.
Adaptive: Depending on the settings defined, an increased sampling will take place at critical or important regions. This mode is best for use in most cases because it offers a good compromise between quality and render speed (comparable with the default renderer’s Best Antialiasing setting).
Fixed: A definable and unchangeable per-pixel sample number (which will, however, already be increased in blurriness effect regions) will be calculated (comparable to the default renderer’s Best and Min/Max Antialiasing settings).
Progressive: This sampler can render infinitely (samples will continuously be calculated), during which time the result will continuously improve. The initially grainy image will become increasingly less grainy, i.e. more homogeneous. The longer it renders the better the antialiasing and blur effects that will be calculated.
Use these settings to define whether the render should never end (Infinite) or if it should end after a specified number of passes (Pass Count) or render time (Time Limit, in minutes). A pass in this context is defined as a completely new rendered result over the entire surface of the given image.
This selection menu makes your work a little easier by automatically defining parameter combinations, depending on which setting is chosen. Low, Medium, High refer to the quality of the rendered image - the higher the setting the less grain the image will have but the longer it will take to render. Custom will automatically be selected when one of the parameter values is modified manually.
For a fixed number: The absolute number of samples that are calculated per pixel (depending on the subdivision values, additional samples will be calculated accordingly).
For an adaptive number: A number of samples that are taken from the scene in order to gather information which will be calculated in a subsequent step (by the three shading parameters), i.e. if the values entered here are too low, greater values for the other parameters will not lead to good results.
The Shading (Min) value defines the minimum number of shading samples that will always be calculated (to the power of two, i.e. 1, 2, 4, 8, 16, etc.).
The Shading (Max) value defines the maximum number of shading samples, in correlation with the Shading Error Threshold value, that should be calculated.
The Shading Error Threshold value controls the number of samples that will in fact be calculated. The lower the value, the more the number of samples will lean towards Shading Subdivisions (Max) (however, only in critical regions!).
These values will be taken into consideration when Progressive mode is used (see Sampler). Higher values will result in a slower, more gradual rendering. For preview renders in this mode it is suggested that each of these values be set to 0.
Blurriness Max: If blurriness effects are defined for surfaces (Transparency and/or Reflectance channel), use this value to adjust the quality (=graininess) of the effect. Larger values will result in better quality but will also increase render times accordingly. Render times for a given effect will double each time this value is increased by a factor of 1.
Shadow Max: This parameter refers to Shadow Maps (the Physical Renderer simulates Shadow Maps because it cannot calculate them). Larger values result in better quality but also increase render times accordingly.
AO Max: AO is short for Ambient Occlusion. Use this value to adjust the quality of Ambient Occlusion effects. Larger values result in better quality but also increase render times accordingly.