Path Tracer v1.2.1
Summary
Path Tracer is a GPU-accelerated physically-based renderer that uses the POPs accelerated structure (ray query extension) to compute ray-geometry intersections. This operator implements Monte Carlo path tracing with the Disney principled BRDF material model, enabling realistic lighting and material simulation. The path tracer supports progressive rendering for clean convergence and depth of field effects through aperture simulation.
In addition to geometry path tracing, Path Tracer includes a voxel tracer for rendering volumetric data with support for isosurface, volume, or blending between rendering modes. Hybrid tracing mode enables both the voxel tracer and geometry path tracing to render together, combining volumetric and surface-based rendering in a single pass.
The operator provides comprehensive material controls following the Disney BRDF standard, including base color, metallic/roughness workflows, specular reflections with anisotropic highlights, subsurface scattering, sheen for fabric-like materials, clearcoat layering, and transmission for glass. Lighting is handled through environment maps (HDR images) and direct light sources (point, spot, and area lights) with full transform controls. You can override existing materials on input geometry or respect per-primitive material attributes.
Path Tracer renders images to the Render TOP specified in the parameter. Progressive rendering accumulates samples over time for noise reduction. The renderer supports adjustable ray counts per pixel, bounce depth limits, and camera effects including depth of field with focal length and aperture controls. Path Tracer also supports real-time path tracing using a custom SVGF denoiser. This makes Path Tracer ideal for high-quality offline rendering, lookdev workflows, physically accurate lighting studies, or real-time path tracing of complex scenes.