• Sampler
    • Uniform: Every pixel is sampled the same number of times.
    • Adaptive: Sampling is based on whether or not a tile has reached a certain noise threshold.
    • Texture-Based: Sampling is weighted by a black and white image map that is overlaid on the render window. Black areas sample less, white areas sample more.
  • Passes
    The number of times the sampler will loop over all the pixels in the image. [1] [2]
  • Uniform Sampler
    • Samples: The number of samples taken per pixel per pass.
  • Adaptive Sampler
    • Batch Size: The number of pixel samples taken in between noise evaluations.
    • Max Samples: The total number of samples that can be taken per pixel per pass.
    • Noise Threshold: The level of noise that is acceptable in the final image. A pixel will render until it hits this limit or the max samples.
    • Uniform Samples: The number of uniform samples that are taken before adaptive sampling kicks in. This is necessary to ake sure fine details are captured in the image before noise evaluations start.
  • Texture-Based Sampler
    • Texture Path: This is the location of the texture that will be used to guide sample counts.
    • Min Samples: The number of samples taken for black areas of the guiding map.
    • Max Samples: The number of samples taken in white areas of the guide image.
  • Interactive Render
    • FPS: The maximum framerate of the interactive render session.
    • Max Samples: The number of samples taken before rendering halts in interactive mode.
    • Max Time in Seconds: The length of time the interactive render will run in seconds before pausing.
  • Tile Pattern
    • Pattern: The order in which tiles are selected during rendering. Pick anything other that random.
    • Tile Size: This is the size of the tiles that the image is broken into for rendering.
  • Pixel Filter:
    • Filter: This is the type of filter used for image reconstruction.
    • Filter Size: The size of the filter kernel.


[1]Setting the passes higher than 1 and lowering the number of samples enables a featured called ‘progressive rendering’. The image will appear in its entirety after one pass and noise will be subsequently reduced with each additional pass.
[2]Progressive rendering is slower than single pass rendering, however it does have its advantages. If you are not certain how many samples will be needed to create a clean image, you can set the samples to a low number and the passes number to a higher one. When the image has reached an acceptable level of quality the render can be aborted.