Render Settings

Set the composition-wide render policy: integrator mode, ray-tracing stack, and global post-process toggles. One per graph.

What it does

Render Settings holds the render policy for the whole composition: which integrator resolves the lighting, the ray-tracing stack, and the post-process toggles that run over the finished frame. It has no output pin and is never wired. Drop one anywhere in the graph and every render finds it, the same way the Canvas and Timeline nodes work.

Depth of field and anti-aliasing are not here. They are per render, so their controls sit on the Render node.

With no Render Settings node in the graph, defaults apply: ray tracing on at Half resolution with traced shadows and traced ambient occlusion, reflections and global illumination off, a shadow budget of 4, and every post toggle off.

When to use it

ParameterTypeDefaultWhat it does
render_modeString"Realtime"Realtime: analytic hybrid ray tracing (default). Path Traced: unbiased path tracer (SAME scene BVH / lights / materials). Crank pt_samples up for export-quality convergence, low for an interactive viewport. One of: Realtime, Path Traced.
pt_samplesNumber1Path-traced sample budget — more samples = less noise, longer render. Low for an interactive viewport, high for export / stills.
pt_max_bouncesNumber8Maximum path-tracer bounces per ray. Higher captures more indirect light at more cost.
rt_enabledBooleantrueEnable GPU ray tracing for shadows, AO, reflections, and GI
rt_qualityString"Half"Ray resolution relative to the output: Half traces 1/4 the rays and reconstructs edges from the full-res depth/normals; Full is 4x the cost. One of: Full, Half, Quarter.
rt_shadowsBooleantrueRay-traced shadows (replaces shadow maps)
rt_aoBooleantrueRay-traced ambient occlusion (composes with screen-space AO)
rt_reflectionsBooleanfalseRay-traced reflections for glossy/metallic surfaces
rt_giBooleanfalseRay-traced global illumination via DDGI irradiance probes
denoise_passesNumber3Spatial denoiser passes (0=temporal only, 3=standard, 5=high quality)
rt_shadow_budgetNumber4At most this many lights cast shadows per frame (strongest first, sun/directional always kept). 0 = unlimited. Shadows cost per caster
ao_radiusNumber1Max ray distance for ambient occlusion (world units)
gi_probe_spacingNumber2DDGI probe grid spacing in world units — smaller = denser probe grid, more accurate indirect light, higher cost
ao_enabledBooleantrueAmbient occlusion adds contact shadows in crevices (horizon-based GTAO)
bloom_enabledBooleanfalseBloom adds a soft glow around bright areas
bloom_thresholdNumber1HDR luminance cutoff — pixels brighter than this glow
bloom_intensityNumber0.500Bloom glow intensity multiplier
outline_enabledBooleanfalseDetect depth and normal discontinuities for stylized edge rendering
outline_strengthNumber1Edge visibility — 0 = invisible, 1 = full strength
outline_thresholdNumber0.100Edge detection sensitivity — lower values detect more edges
outline_color_rNumber0Outline color red channel
outline_color_gNumber0Outline color green channel
outline_color_bNumber0Outline color blue channel
motion_blur_enabledBooleanfalsePer-pixel directional blur from G-buffer motion vectors
auto_exposure_enabledBooleanfalseAutomatically adjust exposure based on scene brightness
parent_modeString"Match Parent"How this node relates to the parent graph. Match Parent inherits values. Independent uses local values. Link Parent creates a bidirectional connection. One of: Match Parent, Independent, Link Parent.

Gotchas

Keep exactly one per graph. A second is not rejected and raises no error in the interface. One of the two wins, a warning goes to the log, and which one wins can change between runs of the same file.

Three parameters have no effect. denoise_passes reaches the renderer's configuration and is read by nothing, so the denoiser runs a fixed three spatial passes whatever it says. gi_probe_spacing is never copied out of the settings at all, and the probe grid stays at its built-in spacing. parent_mode is inert here too: all three choices behave alike, because nothing supplies a parent to match against.

Path Traced overrides the analytic result on every lit surface, so rt_shadows, rt_ao, rt_reflections and rt_gi stop changing the image while still costing what they cost. Turn them off before a path-traced render.

rt_enabled gates the path tracer as well. With ray tracing off, Path Traced renders without one.

pt_samples and pt_max_bounces are the export and accumulation budget. The interactive viewport forces a single sample and a single bounce and leans on the denoiser, so raising them changes nothing until the frame accumulates.

ao_enabled is the screen-space method that stands in when ray tracing is off. With the defaults, rt_ao is on and this toggle does nothing. It also needs a perspective camera.

Render Mode is not stored on the node. It lives in the project's render state, alongside the viewport toolbar button that flips it, and an exported bundle carries no render state, so a path-traced composition plays back in the player on the real-time integrator.

Wiring a value into any pin on this node does nothing. The policy is read from the node's own stored parameters and evaluated at the frame, so keyframes and expressions work and a connected wire does not.

Worked example

  1. Add a Render Settings node anywhere in the graph. Nothing is wired to it.

  2. Turn on rt_reflections so glossy and metallic surfaces mirror the scene.

  3. Turn on bloom_enabled and lower bloom_threshold until the highlights bleed.

  4. Drop rt_quality to Quarter if the frame rate falls, and lower rt_shadow_budget if the scene has many lights.

  5. For a final still, set Render Mode to Path Traced and raise pt_samples until the noise clears.

See also

Render · Post effects · Choosing a renderer · Material