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	<id>https://wiki.luxcorerender.org/index.php?action=history&amp;feed=atom&amp;title=LuxCoreRender_Render_Settings</id>
	<title>LuxCoreRender Render Settings - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.luxcorerender.org/index.php?action=history&amp;feed=atom&amp;title=LuxCoreRender_Render_Settings"/>
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	<updated>2026-04-12T03:22:34Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.5</generator>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Render_Settings&amp;diff=1271&amp;oldid=prev</id>
		<title>Byob at 02:48, 18 August 2018</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Render_Settings&amp;diff=1271&amp;oldid=prev"/>
		<updated>2018-08-18T02:48:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:48, 18 August 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&#039;&#039;&#039;Note: this page is outdated, it was written for Classic LuxRender.&#039;&#039;&#039;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This page contains an overview of the inner workings of the rendering engine and expands on the use of various variables. Although it may be interesting and useful for advanced users, the information presented here is not strictly necessary to generate nice looking renderings - usually using presets results in a sound selection of settings.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;This page contains an overview of the inner workings of the rendering engine and expands on the use of various variables. Although it may be interesting and useful for advanced users, the information presented here is not strictly necessary to generate nice looking renderings - usually using presets results in a sound selection of settings.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l392&quot;&gt;Line 392:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 395:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are also some steps you can take to optimize the scene to make it a bit faster:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are also some steps you can take to optimize the scene to make it a bit faster:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;First, keep reflectance (i.e. brightness) in diffuse components of your materials below 0.8 or so. This will allow a ray to &quot;use up&quot; its energy so Lux can be done with it sooner, and it will also help your scene to de-noise faster. On the same note, avoid using specular colors higher than .25 (or much lower, 0.02-0.05 is a good range for most everyday objects). Reflection color on metal materials should be kept below .8 as well. If this makes your scene too dim, simply adjust the tonemapping to expose it more.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;First, keep reflectance (i.e. brightness) in diffuse components of your materials below 0.8 or so. This will allow a ray to &quot;use up&quot; its energy so Lux can be done with it sooner, and it will also help your scene to de-noise faster. On the same note, avoid using specular colors higher than.25 (or much lower, 0.02-0.05 is a good range for most everyday objects). Reflection color on metal materials should be kept below.8 as well. If this makes your scene too dim, simply adjust the tonemapping to expose it more.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Second, limit the number of faces on objects that are used as meshlights. Each face in a mesh light is a light itself that must be sampled, so keep them as simple as possible. If you have a densely-tesselated, but dim meshlight, you can also use the &amp;quot;power&amp;quot; or &amp;quot;importance&amp;quot; light strategies to avoid sampling the large number of faces. This will remove the performance hit of a dense meshlight, but can produce strange results if the light significantly contributes to the scene illumination. This trick works best for dimly-glowing objects, such as indicator LEDs, bioluminescent creatures, and so forth.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Second, limit the number of faces on objects that are used as meshlights. Each face in a mesh light is a light itself that must be sampled, so keep them as simple as possible. If you have a densely-tesselated, but dim meshlight, you can also use the &amp;quot;power&amp;quot; or &amp;quot;importance&amp;quot; light strategies to avoid sampling the large number of faces. This will remove the performance hit of a dense meshlight, but can produce strange results if the light significantly contributes to the scene illumination. This trick works best for dimly-glowing objects, such as indicator LEDs, bioluminescent creatures, and so forth.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Byob</name></author>
	</entry>
	<entry>
		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Render_Settings&amp;diff=254&amp;oldid=prev</id>
		<title>Piita: Created page with &quot;This page contains an overview of the inner workings of the rendering engine and expands on the use of various variables. Although it may be interesting and useful for advance...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Render_Settings&amp;diff=254&amp;oldid=prev"/>
		<updated>2017-12-16T10:36:10Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;This page contains an overview of the inner workings of the rendering engine and expands on the use of various variables. Although it may be interesting and useful for advance...&amp;quot;&lt;/p&gt;
&lt;a href=&quot;//wiki.luxcorerender.org/index.php?title=LuxCoreRender_Render_Settings&amp;amp;diff=254&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Piita</name></author>
	</entry>
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