###FILE:operators_/__init__.py

###FILE:operators_/_object.py

###FILE:operators_/converter.py
- Only the selected material
- All materials in the selected objects
- All materials in this Scene
- Converter Type
- Converter Mode

###FILE:operators_/exporters.py
- Frame Start
- Frame End
- Frame SubFrame
- Octane Orbx(.orbx)
- Octane Alembic(.abc)
- OctaneBlender Addon(.blend)

###FILE:operators_/geometry.py

###FILE:operators_/legacy_node_updater.py
- Backup the scene before updating

###FILE:operators_/node_tree.py
- Invert Linking

###FILE:operators_/node_tree_header.py
- Create New Window
- Create a new window if a Node Editor is not available

###FILE:operators_/scene.py
- Render Pass Name
- Export

###FILE:operators_/shaders.py

###FILE:operators_/utility_functions.py
- Node Group
- Flatted Nodes
- Import format
- Determines the import format
- Open Octane DB
- Import Octane MaterialX
- Import ORBX Materials

###FILE:operators_/viewport.py

###FILE:properties_/__init__.py

###FILE:properties_/_object.py
- None
- Custom AOV 1
- Custom AOV 2
- Custom AOV 3
- Custom AOV 4
- Custom AOV 5
- Custom AOV 6
- Custom AOV 7
- Custom AOV 8
- Custom AOV 9
- Custom AOV 10
- Custom AOV 11
- Custom AOV 12
- Custom AOV 13
- Custom AOV 14
- Custom AOV 15
- Custom AOV 16
- Custom AOV 17
- Custom AOV 18
- Custom AOV 19
- Custom AOV 20
- All
- Red
- Green
- Blue
- XYZ
- XZY
- YXZ
- YZX
- ZXY
- ZYX
- Exclude
- Comma-separated list of names of trace sets to be treated as invisible for future hits in light paths that hit this object.\n\nAny object that is a member of any of these trace sets will be excluded. For example, setting this to "grass,ball" on a mirror object means any objects that are members of the "grass" or "ball" trace sets (or both) will not be reflected in the mirror.\nIf the text starts with a hyphen, all objects will be excluded unless they are a member of any of the listed trace sets. For example, setting this to "-grass,ball" on a mirror object means any objects that are members of neither the "grass" trace set nor the "ball" trace set (including objects that are not members of any trace sets) will not be reflected in the mirror. Setting this to simply "-" means that all objects will be excluded.\nA trace set name can be any text that does not contain a comma. Spaces are ignored at the start and end of trace set names, and empty trace set names are ignored. Trace set names are case-sensitive.
- Reinclude
- Comma-separated list of names of trace sets to be treated as visible again for future hits in light paths that hit this object, after potentially having been excluded by an earlier bounce.\nFor example, if a cube is excluded by a mirror, but reincluded by a metal ball, the cube will not be visible in the mirror (or the mirror's reflection in the metal ball), but will still be visible in the metal ball's reflection in the mirror.\nAll trace sets listed will be no longer excluded. If the text starts with a hyphen, all trace sets except the ones listed will be no longer excluded (and all objects that are not members of any trace sets will be no longer excluded). Note that a trace set being no longer excluded does not necessarily mean that all objects that are members of that trace set will be no longer excluded, because those objects could also be a member of a different trace set that is still excluded.\nSetting this to simply "-" means that all objects will be no longer excluded.\nFor each rule, reinclusions are applied after exclusions. This means reinclusions take priority if there is any conflict between the two.\nA trace set name can be any text that does not contain a comma. Spaces are ignored at the start and end of trace set names, and empty trace set names are ignored. Trace set names are case-sensitive.
- Reflection
- Reflection: specular (and glossy) reflection bounces.
- Refraction
- Refraction: specular (and glossy) transmission bounces.
- Diffuse
- Diffuse: diffuse bounces (reflection and transmission), volume scatter bounces and bounces for tracing dirt, curvature and round edges.
- Shadow
- Shadow: direct light bounces and bounces for tracing ambient occlusion.
- Apply to future hits
- How this rule should take effect in the future of the light path.\n\n"All future hits" is the simplest value, and means that after a bounce to which this rule applies, this rule will update trace set visibility for the light path.\n\n"Next hit only" means that this rule only applies when considering the next hit after the current bounce, and the future of the light path after that will be as if this rule did not apply. For example, this can be used to exclude an object from direct reflections without changing anything for indirect reflections (an alternative may be to manually reinclude the relevant trace sets on all the indirect reflectors). This mimics the behavior of some other renderers and is primarily provided for users familiar with that behavior.\n\n"All future hits after next hit" is the opposite of "Next hit only", and means that this rule only applies when considering the future of the light path after the next hit, and trace set visibility for the next hit itself will be as if this rule did not apply. For example, this can be used to exclude an object from indirect reflections without changing anything for direct reflections (an alternative may be to manually exclude the relevant trace sets on all the indirect reflectors).\n\nNote that shadow bounces only continue for a single hit after the bounce, so for shadow bounces there is no difference between "All future hits" and "Next hit only", and a rule that only applies to "All future hits after next hit" will never apply to a shadow bounce.
- Render layer ID
- Render layer number for current object. Will use the layer number from blender built-in render layer system if the value is 0
- General visibility
- Camera Visibility
- Shadow Visibility
- Dirt Visibility
- Curvature Visibility
- Round Edges Visibility
- Random color seed
- Color
- The color that is rendered in the object layer render pass
- Sunlight
- Environment
- Pass 1
- Pass 2
- Pass 3
- Pass 4
- Pass 5
- Pass 6
- Pass 7
- Pass 8
- Pass 9
- Pass 10
- Pass 11
- Pass 12
- Pass 13
- Pass 14
- Pass 15
- Pass 16
- Pass 17
- Pass 18
- Pass 19
- Pass 20
- Baking group ID
- R.Z
- Rotation Z
- S.X
- Scale X
- S.Y
- Scale Y
- T.X
- Translation X
- T.Y
- Translation Y
- Custom AOV
- If a custom AOV is selected, it will write a mask to it where the material is visible
- Custom AOV Channel
- If a custom AOV is selected, the selected channel(s) will receive the mask
- Trace Sets
- Comma-separated list of names of trace sets that the object is a member of.\n\nBy making an object a member of a trace set, and excluding that trace set with a visibility rule on some other object, the first object can be made invisible to the second object.\n\nFor example, "grass" means that the object is a member of a trace set called "grass", and "grass,ball" means that the object is a member of a trace set called "grass" and also a member of another trace set called "ball".\n\nIf the text starts with a hyphen, the object will be a member of all trace sets except the ones listed. Setting this to simply "-" means that the object is a member of all trace sets.\n\nA trace set name can be any text that does not contain a comma. Spaces are ignored at the start and end of trace set names, and empty trace set names are ignored. Trace set names are case-sensitive.
- Use Motion Blur
- Use motion blur for this object
- Use Deformation Motion
- Use deformation motion blur for this object\nWarning: \nAutosmooth or an object modifier that changes mesh topology over time may not render deformation motion blur correctly
- Motion Steps
- Control accuracy of motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))
- Object Type
- Used for rendering speed optimization. See the manual
- Node Graph
- Octane Geo Node
- Built-in
- Blender Built-in Instance ID(e.g. particle ID)
- GeoNode Attribute
- Instance Attribute defined in the GeoNodes
- Sequence
- An auto-generated list of sequential numbers
- Scatter ID source
- Instance Attribute Name
- The name of the instance attribute defined in the GeoNodes
- Octane Offset Transform enabled
- If TRUE, then an offset transform will be applied(it would be useful in external VDB and Orbx transform adjustment)
- Translation
- Rotation
- Scale
- Rotation order
- Octane Object Settings
- Octane object settings
- Toon Point
- Sphere
- Analytic
- Toon Directional
- Directional
- Quad
- Disk
- Tube
- Used as Octane Point Light
- Use this Light as Octane Toon Point Light or Sphere Light
- Used as Octane Directional Light
- Use this Light as Octane Toon Directional Light or Directional Light
- Octane Analytic Light
- Use this Light as Octane Analytic Light
- Used as Octane Mesh Light
- Use this Light as Octane Mesh Light
- Light Object
- Use this object's mesh with octane emission
- Light Mesh
- Use this mesh with octane emission
- Use External Mesh
- External Obj File
- Use external mesh with octane emission
- Octane Light Settings
- Octane Light settings

###FILE:properties_/camera.py
- Response,Gamma,LUT
- Gamma,Response,LUT
- LUT,Response,Gamma
- LUT,Gamma,Response
- Response,LUT,Gamma
- Gamma,LUT,Response
- Agfacolor_Futura_100CD
- Agfacolor_Futura_200CD
- Agfacolor_Futura_400CD
- Agfacolor_Futura_II_100CD
- Agfacolor_Futura_II_200CD
- Agfacolor_Futura_II_400CD
- Agfacolor_HDC_100_plusCD
- Agfacolor_HDC_200_plusCD
- Agfacolor_HDC_400_plusCD
- Agfacolor_Optima_II_100CD
- Agfacolor_Optima_II_200CD
- Agfacolor_ultra_050_CD
- Agfacolor_Vista_100CD
- Agfacolor_Vista_200CD
- Agfacolor_Vista_400CD
- Agfacolor_Vista_800CD
- Agfachrome_CT_precisa_100CD
- Agfachrome_CT_precisa_200CD
- Agfachrome_RSX2_050CD
- Agfachrome_RSX2_100CD
- Agfachrome_RSX2_200CD
- Advantix_100CD
- Advantix_200CD
- Advantix_400CD
- Gold_100CD
- Gold_200CD
- Max_Zoom_800CD
- Portra_100TCD
- Portra_160NCCD
- Portra_160VCCD
- Portra_800CD
- Portra_400VCCD
- Portra_400NCCD
- Ektachrome_100_plusCD
- Ektachrome_320TCD
- Ektachrome_400XCD
- Ektachrome_64CD
- Ektachrome_64TCD
- Ektachrome_E100SCD
- Ektachrome_100CD
- Kodachrome_200CD
- Kodachrome_25
- Kodachrome_64CD
- F125CD
- F250CD
- F400CD
- FCICD
- DSCS315_1
- DSCS315_2
- DSCS315_3
- DSCS315_4
- DSCS315_5
- DSCS315_6
- FP2900Z
- Linear/Off
- sRGB
- Gamma1.8
- Gamma2.2
- Node Name
- Material Node Graph
- Material node graph containing target osl camera node
- OSL Camera
- OSL Camera Node
- Exposure
- The exposure or overall brightness. The required value is highly dependent on the lighting of the scene. Outdoor scenes in daylight work well with an exposure between 0.6 and 1. Indoor scenes - evenduring the day - often need an exposure of 4 to 20
- Hotpixel removal
- Luminance threshold for firefly reduction
- Vignetting
- Amount of lens vignetting
- White balance
- The color (before white balance) that will become white after white balance
- Saturation
- Amount of saturation
- Premultiplied alpha
- If enabled, the alpha channel will be pre-multiplied with the color channels
- Disable partial alpha
- Make pixels that are partially transparent (alpha > 0) fully opaque
- Dithering
- Enables dithering to remove banding
- Min. display samples
- Minumum number of samples before the first image is displayed
- Max. tonemap interval
- Maximum interval between tonemaps (in seconds)
- OCIO view
- OCIO view to use when displaying in the render viewport
- OCIO view display name
- OCIO view display view name
- OCIO look
- OCIO look to apply when displaying in the render viewport, if using an OCIO view
- Force tone mapping
- Whether to apply Octane's built-in tone mapping (before applying any OCIO look(s)) when using an OCIO view. This may produce undesirable results due to an intermediate reduction to the sRGB color space
- ACES tone mapping
- Use the ACES 1.2 RRT + sRGB ODT. If this is enabled, all other tone mapping settings will be ignored
- Highlight compression
- Reduces burned out highlights by compressing them and reducing their contrast
- Clip to white
- Controls if clipping is done per channel or not
- Order
- The order by which camera response curve, gamma and custom LUT are applied
- Response curve
- Camera response curve
- Neutral response
- If enabled, the camera response curve will not affect the colors
- Gamma
- Gamma correction, which is applied additionally to the camera response curve. Please note that the camera response curves themselves already do a gamma correction, i.e. a gamma of 1 should be used unlessyou are using the response curve 'Linear/off'
- Custom LUT
- If set the custom LUT is applied in the order as specified in 'Order'
- LUT Strength
- Enable Denoising
- Enables the spectral AI denoiser, which will denoise some beauty passes including the main beauty pass and writes the outputs into separate denoiser render passes
- Denoise volumes
- If enabled the spectral AI denoiser will denoise volumes in the scene otherwise not
- Denoise on completion
- If enabled, beauty passes will be denoised only once at the end of a render. This option should be disabled while rendering with an interactive region
- Min. denoiser samples
- Minimum number of samples per pixel until denoiser kicks in. Only valid when the denosie onceoption is false
- Max. denoiser interval
- Maximum interval between denoiser runs (in seconds). Only valid when the denosie once option is false
- Blend
- A value between 0.f to 1.f to blend the original image into the denoiser output. Setting 0.f results with fully denoised image and setting 1.f results with the original image. An intermediate valuewill produce a blend between the denoised image and the original image
- No upsampling
- 2x2 upsampling
- 4x4 upsampling
- Upsampling mode
- The up-sample mode that should be used for rendering
- Enable AI up-sampling
- Enables the AI up-sampling when the sampling mode is one of the up-samples, and this toggle is on. Otherwise we just trivially scale up the frame
- Up-sampling on completion
- If enabled, beauty passes will be up-sampled only once at the end of a render
- Min. up-sampler samples
- Minimum number of samples per pixel until up-sampler kicks in. Only valid when the the sampling mode is any of up-sampling
- Max. up-sampler interval
- Maximum interval between up-sampler runs (in seconds). Only valid when the the sampling mode is any of up-sampling
- Denoiser
- The denoising method to utilize for reducing noise
- Prefilter auxiliary AOVs
- Only valid for the Open Image Denoise type. If enabled, it internally pre-filters the albedo and normal AOVs before denoising the beauty AOV. Enabling this may improve the output quality if your albedo and normal AOVs are noisy, but will also increase the time required to complete the denoising process
- Open Image Denoise quality
- Only used with Open Image Denoise. Sets the denoising filter quality mode. This is a trade-off between performance and image quality
- Latest (2025.2)
- (null)
- 2025.1 compatibility mode
- Post processing is incorrectly added to the main beauty pass after unpremultiplying alpha instead of before.
- Compatibility version
- The Octane version that the behavior of this node should match
- Postprocess
- Enable post processing
- Cutoff
- The minimum brightness of a pixel to have bloom and glare applied. The brightness is measured after the application of the exposure. \nIncreasing this value will decrease the overall brightness of bloomand glare, which can be compensated by increasing the bloom/glare power, but that's scene dependent
- Bloom power
- Glare power
- Glare ray count
- Glare angle
- Glare blur
- Spectral intensity
- Spectral shift
- Scale with film
- If enabled, bloom and glare will scale with film size. If disabled, the size of bloom and glare features will be the same number of pixels regardless of film size. This should only be disabled to matchthe behavior of previous versions of Octane.\n\nTo maintain the same result when enabling this, find the image length in pixels (which is film width or film height, whichever is larger), and set thefollowing values:\n    Spread start = 0.6 * sqrt(2) / image length\n    Spread end = 614.4 * sqrt(2) / imagelength\n    Spectral shift = old spectral shift + log2(image length)
- Spread start
- The minimum blur radius for bloom/glare, as a proportion of image width or height (whichever is larger).\n\nIdeally this should be set to correspond to about half a pixel (i.e. 0.5 / max(width, height) * 100%) at the maximum resolution you will be using. Too large a value will produce an overly blurryresult without fine details. Too small a value will reduce the maximum possible strength of the bloom/glare
- Spread end
- The maximum blur radius for bloom/glare, as a proportion of image width or height (whichever is larger)
- Chromatic aberration intensity
- Lens flare intensity
- Lens flare extent
- Lens flare extent. This controls the overall length and distances between lens flare highlights
- Light beams
- Enables postfx light beams for all configured light sources in the scene
- Medium density for postfx light beams
- Fog
- Enables postfx fog
- Fog strength
- Fog strength. Only effective when postfx media option is true
- Fog height descend
- Fog height descending factor. Only effective when postfx media option is true
- Fog environment contribution
- Controls how strong fog color is contributed from environment with a base of user selected color
- Fog extinction distance
- The distance where the primary ray's transmittance becomes 0 due to fog's density accumulation
- Fog base level
- Base height in world space for post fog effects
- Fog half density height
- The height from the base level where post fog density halves
- Base fog color
- The base color for fog contribution
- Medium radius
- Radius of the post volume. The post volume acts as a sphere around the camera position with the specified radius
- Lens or Panoramic
- Used as Octane lens camera or panoramic camera
- Universal
- Used as Octane Universal camera
- Baking
- Used as Octane Baking camera
- OSL
- Used as Octane OSL camera or OSL baking camera
- Realistic lens
- Used as Octane Realistic lens camera
- Camera type
- Camera node type
- Thin lens
- Orthographic
- Fisheye
- Equirectangular
- Cubemap
- Adapt to Camera View Resolution
- Used the camera view resolution in preview. Only works in camera view mode with border disabled
- Used as Universal Camera
- Camera mode
- Perspective correction
- Perspective correction keeps vertical lines parallel if up-vector is vertical
- Fisheye angle
- Field of view [deg.]
- Circular
- Full frame
- Fisheye type
- Whether the lens circle is contained in the sensor or covers it fully
- Hard vignette
- For circular fisheye, whether the area outside the lens is rendered or not
- Stereographic
- Equidistant
- Equisolid
- Fisheye projection
- The projection function used for the fisheye
- 6x1
- 3x2
- 2x3
- 1x6
- Cubemap layout
- Equi-angular cubemap
- If enabled the cubemap will use an equi-angular projection
- Use distortion texture
- Distortion texture
- The distortion texture map
- Spherical distortion
- The amount of spherical distortion
- Barrel distortion
- Straight lines will appear curved. Negative values produce pincushion distortion
- Barrel distortion corners
- This value mostly affects corners. A different sign from the Barrel value produces moustache distortion
- Spherical aberration
- Rays hitting the edge of the lens focus closer to the lensn
- Coma
- Rays hitting the edge of the lens have a wider FOV
- Astigmatism
- Saggital and tangential rays focus at different distances from the lens
- Field curvature
- Curvature of the plane in focus
- Polygonal
- Norched
- Custom
- Aperture shape
- The shape of the aperture
- Aperture blade count
- The number of blades forming the iris diaphragm
- Aperture rotation
- The rotation of the aperture shape [degrees]
- Aperture roundedness
- The roundedness of the blades forming the iris diaphragm
- Central obstruction
- Simulates the obstruction from the secondary mirror of a catadioptric system. Only enabled on circular apertures
- Notch position
- Position of the notch on the blades
- Notch scale
- Scale of the notch
- Custom aperture
- The custom aperture opacity map. The projection type must be set to OSL delayed UV
- Optical vignette distance
- The distance between the lens and the opening of the lens barrel [m]
- Optical vignette scale
- The scale of the opening of the lens barrel relatively to the aperture
- Enable split-focus diopter
- Enable the split-focus diopter
- Diopter focal depth
- The depth of the plane in focus [m]
- Diopter rotation
- Rotation of the split-focus diopter [degrees]
- Translation
- Translation of the split-focus diopter
- Diopter boundary width
- Width of the boundary between the two fields
- Diopter boundary falloff
- Controls how quickly the split-focus diopter focal depth blends into the main focal depth
- Show diopter guide
- Display guide lines. Toggling this option on or off restarts the render
- Spherical
- Cylindrical
- Cube map
- Cube map (+X)
- Cube map (-X)
- Cube map (+Y)
- Cube map (-Y)
- Cube map (+Z)
- Cube map (-Z)
- Pan mode
- The panoramic projection that should be used
- FOV X
- Horizontal field of view in degrees. Will be ignored if cube mapping is used
- FOV Y
- Vertical field of view in degrees. Will be ignored if cube mapping is used
- Persp. correction
- Off axis
- Parallel
- Stereo mode
- The modus operandi for stereo rendering
- Disabled
- Left eye
- Right eye
- Side by side
- Anaglyphic
- Over-under
- Stereo output
- The output rendered in stereo mode
- Stereo distance
- Distance between the left and right eye in stereo mode [m]
- Stereo dist. falloff
- Controls how quickly the eye distance gets reduced towards the poles. This is to reduce eye strain at the poles when the panorama is looked at in an HMD. A value of 1will reduce the eye distance more or less continuously from equator to the poles, which will create a relaxed viewing experience, but this will also cause flat surfacesto appear curved. A value smaller than 1 keeps the eye distance more or less constant for a larger latitude range above and below the horizon, but will then rapidly reducethe eye distance near the poles. This will keep flat surface flat, but cause more eye strain near the poles (which can be reduced again by setting the pano cutoff latitude to something < 90 degrees
- Swap eyes
- Swaps left and right eye positions when stereo mode is showing both
- Left filter
- Left eye filter color
- Right filter
- Right eye filter color
- Auto
- Convert f-stop value to aperture. \nTo ensure the consistency between preview and final render. 
- Legacy
- Compatible to versions before 28.13 and 29.6. \nForce to use the f-stop value. This might lead to aperture effect differences between preview and final render
- F-Stop mode
- The F-Stop mode
- Use F-Stop
- Use F-Stop setting instead of aperture
- Aperture
- Aperture (higher numbers give more defocus, lower numbers give a sharper image)
- F-Stop
- Aperture to focal length ratio
- Aperture edge
- Modifies the bokeh of the DOF. A high value increases the contrast towards the edge
- Distortion
- Autofocus
- If enabled, the focus will be kept on the closest visible surface at the center of the image
- Pixel aspect
- The X:Y aspect ratio of pixels
- Aperture aspect
- The X:Y aspect ratio of the aperture
- Keep upright
- If enabled, the camera is always oriented towards the horizon and the up-vector will stay (0, 1, 0), i.e. vertical
- Pano blackout lat.
- The +/- latitude at which the panorama gets cut off, when stereo rendering is enabled. The area with higher latitudes will be blacked out. If set to 90, nothing will beblacked out. If set to 70, an angle of 2x20 degrees will be blacked out at both poles. If set to 0, everything will be blacked out
- Bokeh rotation
- The orientation of the bokeh shape
- Bokeh roundedness
- The roundedness of the sides of the bokeh shapes
- Bokeh side count
- The number of edges making up the bokeh shape
- Baking camera
- Use as baking camera
- Revert baking
- If enabled, camera rays are flipped, which allows using the geometry as a lens
- Use baking position
- Use the provided position for baking position-dependent artifacts
- Backface culling
- When using a baking position, tells whether to bake back geometry faces
- Edge noise tolerance
- Specifies the tolerance to either keep or discard edge noise
- UV box min. X
- Coordinates in UV space of the the origin of the bounding region for baking
- UV box min. Y
- UV box size X
- Size in UV space of the bounding region for baking
- UV box size Y
- Baking group ID
- Specifies which baking group ID should be baked
- Rotation
- Scale
- Rotation order
- Size
- Number of pixels added to the UV map edges
- UV set
- Determines which set of UV coordinates to use for baking camera
- Octane OSL Camera Nodes
- Octane Imager
- Octane Post Processing
- Realistic lens type
- Select the lens to simulate
- F-stop
- Keep up-vector vertical
- 'Perspective correction' only works when up-vector is (0, 1, 0), i.e. vertical. Enable this option will keep up-vector staying (0, 1, 0) and ensure the effectiveness of 'perspective correction'. However, the force-updated up-vector may cause the rendered result to be not consistent with the Blender viewport. 
- White point color
- Int Response curve
- Output gamma correction
- If enabled, we pre-multiply an alpha value
- Whether to apply Octane's built-in tone mapping (before applying any OCIO look(s)) when using anOCIO view. This may produce undesirable results due to an intermediate reduction to the sRGB color space
- Minimum number of samples per pixel until denoiser kicks in. Only valid when the denosie once option is false
- Octane AI Up-Sampler
- The minimum brightness of a pixel to have bloom and glare applied. The brightness measured after the application of the exposure. Increasing this value will decrease the overall brightness of bloom andglare, which can be compensated by increasing the bloom/glare power, but that's scene dependent
- OctaneRender Camera Settings
- OctaneRender camera settings
- OCIO view(Octane Format)
- OCIO look(Octane Format)

###FILE:properties_/common.py
- Octane Version Information

###FILE:properties_/geometry.py
- XYZ
- XZY
- YXZ
- YZX
- ZXY
- ZYX
- None
- Edge only
- Edge and corner
- Always sharp
- Catmull Clark
- Loop
- Bilinear
- Clockwise
- Counterclockwise
- Hair length
- Segment count
- Use hair Ws
- Smoke
- Blender
- Octane
- millimeters
- centimeters
- decimeters
- meters
- hectometers
- kilometers
- inches
- feet
- yards
- furlongs
- miles
- DAZ Studio unit
- Poser Native Unit
- Use vector grid
- Use component grid
- Built-in Mesh
- The preview will be shown as Built-in Mesh. No external assets are required in this case
- External Alembic
- The preview data will be shown as imported Alembic. The preview is exactly the same as the render results with animation support
- Linear sRGB
- ACES2065-1
- Custom AOV 1
- Custom AOV 2
- Custom AOV 3
- Custom AOV 4
- Custom AOV 5
- Custom AOV 6
- Custom AOV 7
- Custom AOV 8
- Custom AOV 9
- Custom AOV 10
- Custom AOV 11
- Custom AOV 12
- Custom AOV 13
- Custom AOV 14
- Custom AOV 15
- Custom AOV 16
- Custom AOV 17
- Custom AOV 18
- Custom AOV 19
- Custom AOV 20
- All
- Red
- Green
- Blue
- Octane Geo Node Name
- Node Graph
- The node graph containing target osl geometric node
- Octane Geo Node
- Octane Geo Node(Vectron or Scatter Tools)
- Octane VDB Grid ID
- Winding order
- May be usable if you need to correct some Octane's triangulation artifacts. Alembic export requires clockwise order
- Global
- Scatter
- Movable proxy
- Reshapable proxy
- Mesh type
- Used for rendering speed optimization, see the manual
- Used as source for current group
- Use this object data(mesh and material) for current scatter group when rendering. If none of the meshes is set as source, a random source will be picked
- Scatter group
- Indicate which scatter group this mesh will be put in. Default -1 for independent group
- Scatter instance id
- Indicate the instance id this mesh used
- Infinite plane
- Convert this mesh to infinite plane when rendering
- Enable Mesh Volume
- Convert this mesh to Octane Mesh Volume when rendering
- Enable Mesh Volume SDF
- Convert this mesh to Octane Mesh Volume SDF when rendering
- Voxel size
- Size of one voxel
- Border thickness(inside)
- Amount of voxels that will be generated on either side of the surface (inside)
- Border thickness(outside)
- Amount of voxels that will be generated on either side of the surface (outside)
- Enable Octane Sphere Attribute
- Use color and float attributes with sphere primitives which adds on top of the current attribute support for triangles
- Hide Original Mesh
- Hide original mesh when the Octane Sphere Primitive is enabled
- Sphere Primitive Radius
- The radius of the sphere primitive
- Use Randomized Radius
- Enable to use the randomized radius
- Random Seed
- The random seed that used for radius
- Min Radius
- The min randomized radius of the sphere primitive
- Max Radius
- The max randomized radius of the sphere primitive
- TessFace in Preview
- Enable tessfaces(if available) in interactive rendering mode
- Enable OpenSubDiv
- Subdivide mesh before rendering
- Scheme
- Subd level
- Sharpness
- Boundary interp.
- General visibility
- Camera visibility
- Shadow visibility
- Random color seed
- Layer number
- Render layer number for current object. Will use the layer number from blender built-in render layer system if the value is 0
- Baking group
- Sunlight
- Environment
- Pass 1
- Pass 2
- Pass 3
- Pass 4
- Pass 5
- Pass 6
- Pass 7
- Pass 8
- Octane VDB Info Container
- Used as Octane VDB
- Will use the imported OpenVDB file as source
- SDF
- OpenVDB File
- Import the OpenVDB file. Use '$F$' to label the frame parts in vdb file path. E.g. $F$. => (0, 1, ... 100 ...). E.g. $4F$. => (0000, 0001, ... 0100 ...)
- Speed Multiplier
- The speed multiplier will be used when filling vdb path with $F$ label. VDB_FRAME = CURRENT_FRAME * MULTIPLIER
- Start Playing at
- In which specific frame on the general timeline it should start to show and play the OpenVDB sequence
- Start
- The start frame of vdb sequence
- End
- The end frame of vdb sequence
- ISO
- Isovalue used for when rendering openvdb level sets
- Import scale
- The various units we support during the geometry import. It's basically the unit used during the export of the geometry
- Absorption scale
- This scalar value scales the grid value used for absorption
- Emission scale
- This scalar value scales the grid value used for temperature. Use this when temperature information in a grid is too low
- Scatter scale
- This scalar value scales the grid value used for scattering
- Velocity scale
- This scalar value linearly scales velocity vectors in the velocity grid
- Motion blur enabled
- If TRUE, then any motion blur grids will be ignored
- Velocity Grid Type
- The grid used for motion blur. A single vec3s type grid or a component grid
- Absorption grid
- Name of the grid in a VDB to load for absorption
- Scattering grid
- Name of the grid in a VDB to load for scattering
- Emission grid
- Name of the grid in a VDB to load for providing temperature information
- Vector grid
- Name of a vec3s type grid in the VDB to load for motion blur
- X Component grids
- Name of a float grid in the VDB to use for the x-component of motion blur vectors
- Y Component grids
- Name of a float grid in the VDB to use for the y-component of motion blur vectors
- Z Component grids
- Name of a float grid in the VDB to use for the z-component of motion blur vectors
- Primitive Coordinate Mode
- Octane Offset Transform enabled
- If TRUE, then an offset transform will be applied(it would be useful in external VDB and Orbx transform adjustment)
- Translation
- Rotation
- Scale
- Rotation order
- Hair W interpolation
- Specifies the hair interpolation type. If "Use hair Ws" is chosen - you need to explicitly set the hairs root/tip W coordinates in Octane's part of particle settings
- Auto smooth
- Curves autosmooth
- Angle
- Curves autosmooth angle
- Force load vertex normals
- Force to use vertex normals
- Used as Octane Geometric Node
- Orbx File Path
- Import the Orbx file
- Orbx Preview Data Type
- The Data Type that used for the preview geometry(for the animated objects, please use the Alembic format)
- External Alembic Asset Unpack Directory
- The directory is used for unpacking the External Alembic Asset
- Point Cloud Level of Detail
- Adjust the level of details of the point cloud
- Enable Animation Time Transformation
- Allows offsetting and scaling of ORBX proxy animations
- Delay
- The offset of the animation start in seconds
- Speed up
- The scale of the animation speed. E.g. 1 is normal playback, 2 is 2x faster
- Hide Mesh
- Hide mesh when this option is on(e.g. for hiding the mesh when using Octane Sphere Primitive)
- Render as Octane Hair
- Render this curve as Octane hair\nLIMITATION: need to enter/exit EDIT mode to update the edited curves in the viewport
- Use Octane Hair Radius
- Use the Octane hair radius settings instead of the curve's radius
- Root thickness
- Hair thickness at root
- Tip thickness
- Hair thickness at tip
- Convert to Meshlet
- Convert the mesh to meshlet when rendering
- Meshlet Mesh ID
- The Mesh ID of the Meshlet mesh to be used for rendering
- Octane Mesh Settings
- Octane Curve Settings
- Octane MetaBall Settings
- Octane GreasePencil Settings
- Octane PointCloud Settings
- The various units we support during the geometry import. It's basically the unit used during theexport of the geometry
- Auto Apply Import Scale to Blender Transform
- If TRUE, the import scale will be applied to the Blender Delta Transform. This will help you to match the Viewport and Octane Preview results when using import scale
- Use VDB Transformations
- If TRUE, then an offset transform will be applied(it would be useful in external VDB transform adjustment)
- Octane Volume Settings

###FILE:properties_/legacy.py
- Texture
- Daylight
- Planetary
- Environment type
- LEGACY COMPATIBILITY
- Environment texture pointer
- Power
- Scale factor that is applied to the sun and sky
- Importance sampling
- Use importance sampling for image textures
- Direction
- Daylight system
- Daylight type
- Sun direction X
- Sun direction Y
- Sun direction Z
- Turbidity
- Sky turbidity, i.e. the amount of sun light that is scattered. A high value will reduce the contrast between objects in the shadow and in sun light
- North offset
- Additional rotation offset on longitude
- Old
- New
- Nishita
- Model
- The daylight model you want to use. Sky and sunset color apply only to the new daylight model
- Sky color
- Base color of the sky, which works only with the new daylight model
- Sunset color
- Color of the sky and sun at sunset, which works only with the new daylight model
- Ground color
- Base color of the ground, which works only with the new daylight model
- Ground start angle
- The angle (in degrees) below the horizon where the transition to the ground color starts
- Ground blend angle
- The angle over which the sky color transitions to the ground color
- Sun size
- Size of the sun given as a factor of the actual sun radius (which is ~0.5 degree)
- Longitude
- Longitude of the location
- Latitude
- Latitude of the location
- Day
- Day of the month of the time the sun direction should be calculated for
- Month
- Month of the time the sun direction should be calculated for
- GMT offset
- The time zone as offset to GMT
- Local time
- The local time as hours since 0:00
- Medium radius
- Radius of the environment medium. The environment medium acts as a sphere around the camera position with the specified radius
- Medium
- The medium in the environment (free space). Ignored when this environment is used as a the visible environment
- Altitude
- The camera altitude
- Star field
- Star fields behind the planet
- Ground albedo
- Surface texture map on the planet
- Ground reflection
- Specular texture map on the planet
- Ground glossiness
- The planetary glossiness
- Ground emission
- Surface texture map on the planet at night time
- Ground normal map
- Normal map on the planet
- Ground elevation
- Elevation map on the planet
- Planetary axis
- The rotational axis of the planet running through the North and South pole
- Planetary angle
- The rotation around the planetary axis
- Use visible environment
- Environment texture
- Octane importance sampling
- Backplate
- When used as a visible environment, this environment will behave as a backplate image
- Reflections
- When used as a visible environment, this environment will be visible in reflections (specular and glossy materials)
- Refractions
- When used as a visible environment, this environment will be visible in refractions
- No upsampling
- 2x2 upsampling
- 4x4 upsampling
- Upsampling mode
- The up-sample mode that should be used for rendering
- Enable AI up-sampling
- Enables the AI up-sampling when the sampling mode is one of the up-samples, and this toggle is on. Otherwise we just trivially scale up the frame
- Up-sampling on completion
- If enabled, beauty passes will be up-sampled only once at the end of a render
- Min. up-sampler samples
- Minimum number of samples per pixel until up-sampler kicks in. Only valid when the the sampling mode is any of up-sampling
- Max. up-sampler interval
- Maximum interval between up-sampler runs (in seconds). Only valid when the the sampling mode is any of up-sampling

###FILE:properties_/material.py
- Octane Material

###FILE:properties_/node_tree.py
- Octane NodeTree

###FILE:properties_/particle_system.py
- Root thickness
- Hair thickness at root
- Tip thickness
- Hair thickness at tip
- Minimal curvature (deg.)
- Hair points having angle deviation from previous point less than this value will be skipped
- Min. W
- W coordinate of the root of a hair: it represents a position on a color gradient for roots of all hairs of this particle system
- Max. W
- W coordinate of the tip of a hair: it represents a position on a color gradient for tips of all hairs of this particle system
- Use as Octane Sphere Primitive
- Use the particle system as Octane sphere primitive
- Octane Hair Settings
- Octane hair settings

###FILE:properties_/scene.py
- XYZ
- XZY
- YXZ
- YZX
- ZXY
- ZYX
- Distributed rays
- Non-distributed with pixel filtering
- Non-distributed without pixel filtering
- 2
- 4
- 6
- 8
- 10
- Export separate image files
- Export multilayer EXR
- Export deep EXR
- WIREFRAME
- Toggle wireframe shading
- SOLID
- Toggle solid shading
- RENDERED
- Toggle rendered shading
- Node Name
- Octane Composite Node Tree
- Octane composite node tree containing target Aov Output Group node
- Aov Output Group Node
- Baking Layer ID
- Translation
- Rotation
- Scale
- Rotation order
- ID of the baking layer
- Translation that affects the way the UVs from that object layer are projected into the UV space when rendered using the baking camera
- Rotation that affects the way the UVs from that object layer are projected into the UV space when rendered using the baking camera
- Scale that affects the way the UVs from that object layer are projected into the UV space when rendered using the baking camera
- Rotation order that affects the way the UVs from that object layer are projected into the UV space when rendered using the baking camera
- Kernel Node Graph
- Select the kernel node graph(can be created in the 'Kernel Editor'
- Render AOV Node Graph
- Select the render AOV node graph(can be created in the 'Octane Render AOV Editor'
- Composite Node Graph
- Select the Octane composite node graph(can be created in the 'Octane Composite Editor'
- Octane Texture Node Graph
- Select the Octane texture node graph(can be created in the 'Octane Texture Editor'
- Shutter alignment
- Specifies how the shutter interval is aligned to the current time
- Shutter time
- The shutter time percentage relative to the duration of a single frame
- Subframe start
- Minimum sub-frame % time to sample
- Subframe end
- Maximum sub-frame % time to sample
- Old motion blur behavior
- Emulate the behavior of of Octane Blender motion blur of version 27.8
- Auto Clamp Mode
- Clamp motion blur data source within the start-frame and end-frame
- Enable
- Tick to enable Octane render layers
- Active layer ID
- ID of the active render layer
- Invert
- All the non-active render layers become the active render layer and the active render layer becomes inactive
- Mode
- The render mode that should be used to render layers:\n\n'Normal': The beauty passes contain the active layer only and the render layer passes (shadows, reflections...) record the side-effects of the active render layer for those samples/pixels that are not obstructed by the active render layer.\n\n'Hide inactive layers': All geometry that is not on an active layer will be made invisible. No side effects will be recorded in the render layer passes, i.e. the render layer passes will be empty.\n\n'Only side effects': The active layer will be made invisible and the render layer passes (shadows, reflections...) record the side-effects of the active render layer. The beauty passes will be empty.\n This is useful to capture all side-effects without having the active layer obstructing those.\n\n'Hide from camera': Similar to 'Hide inactive layers' All geometry that is not on an active layerwill be made invisible. But side effects(shadows, reflections...)will be recorded in the render layer passes\n\n
- Use Octane Render Layer
- Render current layer with the Octane layer system
- Render AOV Node Graph Property
- Composite Node Graph Property
- AOV Outputs Number
- Number of AOV outputs
- Beauty
- Make the beauty pass raw render passes by dividing out the color of the BxDF of the surface hit by the camera ray
- Emission
- Contains all samples where the camera ray hits an emitter
- Environment
- Contains the environment of the scene
- DenoiseAlbedo
- Records the albedo values for the first bounce of the camera path, but also of subsequent bounces if the first bounces are all specular
- DenoiseNormal
- Records the normal values for the first bounce of the camera path, but also of subsequent bounces if the first bounces are all specular
- Diff
- Contains all samples where a diffuse material is lit either directly or indirectly
- DiffDir
- Contains all samples where a diffuse material is directly lit
- DiffIndir
- Contains all samples where a diffuse material is indirectly lit (GI)
- DiffFilter
- The diffuse texture color of the diffuse and glossy material
- Reflect
- Contains all samples where either direct or indirect light is reflected.directly or indirectly
- ReflectDir
- Contains all samples where direct light is reflected
- ReflectIndir
- Contains all samples where indirect light is reflected
- ReflectFilter
- The reflection texture color of the specular and glossy material
- Refract
- Contains all samples where the camera ray was refracted by a specular material on the first bounce
- RefractFilter
- The refraction texture color of the specular material
- Transm
- Contains all samples where the camera ray is transmitted by a diffuse material on the first bounce
- TransmFilter
- The transmission texture color of the diffuse material
- SSS
- Contains all samples that scattered in a volume visible from the camera
- Shadow
- Contains all direct light shadows that are calculated on the first path bounce. This includes sun light, but excludes sky light or texture environment if importance sampling is disabled or the texture environment doesn't consist of an image
- LayerShadows
- Contains shadows cast by objects in the active render layer on objects in the other render layers. Combines black shadows and colored shadows in a single image
- LayerBlackShadow
- Contains shadows cast by opaque objects in the active render layer on objects in the other render layers. NOTE: this render pass doesn't work if the alpha channel is disabled
- LayerReflections
- Contains light reflected by the objects in the active layer on the objects in all the other layers
- Irradiance
- Contains the irradiance on the surface
- LightDir
- Estimates the dominant direction from where most of the light is coming
- Volume
- Contains all samples that scattered in a volume
- VolMask
- Contains absorption color and the contribution amount of a volume sample. This is a multiplication pass, so to composite volume passes you should be doing something like allOtherBeautyPasses * volumeMask + volume + volumeEmission
- VolEmission
- Contains all samples where the camera ray hit a volume emitter
- VolZFront
- Contains the front depth of all volume samples
- VolZBack
- Contains the back depth of all volume samples
- Noise
- Contains the noise estimate value. Green color if the noise estimate is lesser than the threshold. Will be black if adaptive sampling is disabled
- DenoiserBeauty
- DenoiserDiffDir
- Contains the denoised result of diffuse direct render passes
- DenoiserDiffIndir
- Contains the denoised result of diffuse indirect render pass
- DenoiserReflectDir
- Contains the denoised result of reflection direct render pass
- DenoiserReflectIndir
- Contains the denoised result of reflection indirect render pass
- DenoiserEmission
- Contains the denoised result of emission render pass
- DenoiserRemainder
- Contains the denoised result of transmission and subsurface render passes
- DenoiserVolume
- Contains the denoised result of volume render pass
- DenoiserVolumeEmission
- Contains the denoised result of volume emission render pass
- PostProcess
- Contains the post-processing applied to the beauty pass. When enabled, no post-processing is applied to the beauty pass itself
- Postfix media
- Contains the postfx media rendering applied to the beauty pass. When enabled, no postfx media rendering is added to the beauty pass itself
- AmbientLight
- Captures the ambient light (sky and environment) in the scene
- AmbientLightDir
- Captures the indirect ambient light (sky and environment) in the scene
- AmbientLightIndir
- OctSunlight
- Captures the sunlight in the scene
- SunLightDir
- SunLightIndir
- LightPass1
- Captures the light of the emitters with light pass ID 1
- LightDirPass1
- LightIndirPass1
- LightPass2
- Captures the light of the emitters with light pass ID 2
- LightDirPass2
- LightIndirPass2
- LightPass3
- Captures the light of the emitters with light pass ID 3
- LightDirPass3
- LightIndirPass3
- LightPass4
- Captures the light of the emitters with light pass ID 4
- LightDirPass4
- LightIndirPass4
- LightPass5
- Captures the light of the emitters with light pass ID 5
- LightDirPass5
- LightIndirPass5
- LightPass6
- Captures the light of the emitters with light pass ID 6
- LightDirPass6
- LightIndirPass6
- LightPass7
- Captures the light of the emitters with light pass ID 7
- LightDirPass7
- LightIndirPass7
- LightPass8
- Captures the light of the emitters with light pass ID 8
- LightDirPass8
- LightIndirPass8
- LightPass9
- Captures the light of the emitters with light pass ID 9
- LightDirPass9
- LightIndirPass9
- LightPass10
- Captures the light of the emitters with light pass ID 10
- LightDirPass10
- LightIndirPass10
- LightPass11
- Captures the light of the emitters with light pass ID 11
- LightDirPass11
- LightIndirPass11
- LightPass12
- Captures the light of the emitters with light pass ID 12
- LightDirPass12
- LightIndirPass12
- LightPass13
- Captures the light of the emitters with light pass ID 13
- LightDirPass13
- LightIndirPass13
- LightPass14
- Captures the light of the emitters with light pass ID 14
- LightDirPass14
- LightIndirPass14
- LightPass15
- Captures the light of the emitters with light pass ID 15
- LightDirPass15
- LightIndirPass15
- LightPass16
- Captures the light of the emitters with light pass ID 16
- LightDirPass16
- LightIndirPass16
- LightPass17
- Captures the light of the emitters with light pass ID 17
- LightDirPass17
- LightIndirPass17
- LightPass18
- Captures the light of the emitters with light pass ID 18
- LightDirPass18
- LightIndirPass18
- LightPass19
- Captures the light of the emitters with light pass ID 19
- LightDirPass19
- LightIndirPass19
- LightPass20
- Captures the light of the emitters with light pass ID 20
- LightDirPass20
- LightIndirPass20
- CryptoInstanceID
- Cryptomatte channels for instance IDs
- CryptoMatNodeName
- Cryptomatte channels using material node names
- CryptoMatNode
- Cryptomatte channels using distinct material nodes
- CryptoMatPinNode
- Cryptomatte channels using material pin names
- CryptoObjNodeName
- Cryptomatte channels using object layer node names
- CryptoObjNode
- Cryptomatte channels using distinct object layer nodes
- CryptoObjPinNode
- Cryptomatte channels using object layer pin names
- CryptoRenderLayer
- Cryptomatte channels using render layers
- CryptoGeometryNodeName
- Cryptomatte channels using geometry node names
- CryptoUserInstanceID
- Cryptomatte channels using user instance id
- GeoNormal
- Assigns a colour for the geometry normal at the position hit by the camera ray
- SmoothNormal
- Assigns a colour for the smooth normal at the position hit by the camera ray
- ShadingNormal
- Assigns a colour for the shading normal at the position hit by the camera ray
- TangentNormal
- Assigns a colour for the tangent (local) normal at the position hit by the camera ray
- ZDepth
- Assigns a gray value proportional to the camera ray hit distance
- Position
- Assigns RGB values according the intersection point of the camera ray
- UV
- Assigns RGB values according the geometry's texture coordinates
- TexTangent
- The tangent vector of U texture coordinates (Dp du)
- MotionVector
- Renders the motion vectors as 2D vectors in screen space
- MatID
- Assigns RGB values according the material mapped to the geometry
- ObjID
- Colours each distinct object in the scene with a colour based on it's ID
- ObjLayerColor
- The color specified in the object layer node
- BakingGroupID
- Colours each distinct baking group in the scene with a colour based on it's ID
- LightPassID
- Colours emitters based on their light pass ID
- RenderLayerID
- Colours objects on the same layer with the same color based on the render layer ID
- RenderLayerMask
- Mask for geometry on the active render layer
- Wireframe
- Wireframe display of the geometry
- AO
- Assigns a colour to the camera ray's hit point proportional to the amount of occlusion by other geometry
- Opacity
- Assigns a colour to the camera ray's hit point proportional to the opacity of the geometry
- Roughness
- Material roughness at the camera ray's hit point
- IOR
- Material index of refraction at the camera ray's hit point
- DiffFilterInfo
- ReflectFilterInfo
- RefractFilterInfo
- TransmFilterInfo
- Render passes
- Info pass max samples
- The maximum number of samples for the info passes (excluding AO)
- Sampling mode
- Enables motion blur and depth of field, and sets pixel filtering modes.\n\n'Distributed rays': Enables motion blur and DOF, and also enables pixel filtering.\n'Non-distributed with pixel filtering': Disables motion blur and DOF, but leaves pixel filtering enabled.\n'Non-distributed without pixel filtering': Disables motion blur and DOF, and disables pixel filtering for all render passes except for render layer mask and ambient occlusion\n
- Enable shading
- If enabled, the wireframe will be rendered on slightly shaded objects
- Highlight backfaces
- If enabled, the backfaces will be tinted red
- Z-depth max
- The Z-depth value at which the AOV values become white / 1. LDR exports will clamp at that depth, but HDR exports will write values > 1 for larger depth
- Environment depth
- The Z-depth value that will be used for the environment/background
- UV max
- UV coordinate value mapped to maximum intensity
- UV coordinate selection
- Determines which set of UV coordinates to use
- Max speed
- Speed mapped to the maximum intensity in the motion vector channel. A value of 1 means a maximum movement of 1 screen width in the shutter interval
- AO distance
- Ambient occlusion distance
- AO alpha shadows
- Take into account alpha maps when calculating ambient occlusion
- Raw
- Include environment
- When enabled, the environment render pass is included when doing post-processing. This option only applies when the environment render pass and alpha channel are enabled
- Bump and normal mapping
- Take bump and normal mapping into account for shading normal output and wireframe shading
- Opacity threshold
- Geometry with opacity higher or equal to this value is treated as totally opaque
- Channels
- Amount of cryptomatte channels to render
- Cryptomatte seed factor
- Amount of samples to use for seeding cryptomatte. This gets multiplied with the amount of bins. Low values result in pitting artefacts at feathered edges, while large values the values can result in artefacts in places with coverage for lots of different IDs
- Combined
- Combined pass
- Denoiser Beauty
- Denoiser Beauty pass
- Denoise albedo
- Denoise albedo pass
- Denoise normal
- Denoise normal pass
- Diffuse
- Diffuse pass
- Diffuse direct
- Diffuse direct pass
- Diffuse indirect
- Diffuse indirect pass
- Diffuse filter
- Diffuse filter pass
- Emission pass
- Environment pass
- Reflection
- Reflection pass
- Reflection direct
- Reflection direct pass
- Reflection indirect
- Reflection indirect pass
- Reflection filter
- Reflection filter pass
- Refraction
- Refraction pass pass
- Refraction filter
- Refraction filter pass pass
- Subsurface scattering
- Subsurface scattering pass
- Transmission
- Transmission pass
- Transmission filter
- Transmission filter pass
- Denoiser, Volume
- Denoiser DiffDir
- Denoiser Diffuse Direct pass
- Denoiser DiffIndir
- Denoiser Diffuse Indirect pass
- Denoiser ReflectDir
- Denoiser Reflection Direct pass
- Denoiser ReflectIndir
- Denoiser Reflection Indirect pass
- Denoiser Refraction
- Denoiser Refraction(Remainder) pass
- Denoiser Emission
- Denoiser Emission pass
- Denoiser Volume
- Denoiser Volume pass
- Denoiser Volume Emission
- Denoiser Volume Emission pass
- Volume pass
- Volume Mask
- Volume Mask pass
- Volume Emission
- Volume Emission pass
- Volume Z-Depth Front
- Volume Z-Depth Front pass
- Volume Z-Depth Back
- Volume Z-Depth Back pass
- Auxiliary, Render Layer
- AOV Output
- AOV Outputs
- Black layer shadows
- Layer black shadows pass
- Layer reflections
- Layer reflections pass
- Layer shadows
- Layer shadows pass
- Cryptomatte MaterialName
- Cryptomatte channels for material node names
- Cryptomatte MaterialNode
- Cryptomatte MaterialPinName
- Cryptomatte channels for material pin names
- Cryptomatte ObjectName
- Cryptomatte channels for object layer node names
- Cryptomatte ObjectNode
- Cryptomatte ObjectPinName
- Cryptomatte channels for object layer pin names
- Cryptomatte InstanceID
- Cryptomatte RenderLayer
- Cryptomatte channels for render layers
- Cryptomatte UserInstanceID
- Cryptomatte channels for user instance IDs
- Cryptomatte GeometryNodeName
- Cryptomatte channels for geometry node names
- Irradiance pass
- Light Direction
- Light Direction pass
- Noise pass
- Postfix media pass
- Post processing
- Post processing pass
- Shadow pass
- Info
- Ambient occlusion
- Ambient occlusion pass
- Baking group ID
- Diffuse Filter(info)
- Index of refraction
- Light pass ID
- Light pass ID pass
- Material ID
- Material ID pass
- Motion vector
- Motion vector pass
- Normal(geometric)
- Geometric normals pass
- Normal(shading)
- Shading normals pass
- Normal(smooth)
- Smooth normals pass
- Normal(tangent)
- Tangent normals pass
- Object ID
- Object ID pass
- Object layer color
- Position pass
- Reflection Filter(info)
- Refraction Filter(info)
- Render layer ID
- Render layer mask
- Texture tangent
- Tangent U pass
- Transm Filter(info)
- UV coordinates
- UV coordinates pass
- Wireframe pass
- Z-depth
- Z-depth pass
- Light
- Ambient light
- Ambient light pass
- Sunlight
- Sunlight pass
- Light pass 1
- Light pass 2
- Light pass 3
- Light pass 4
- Light pass 5
- Light pass 6
- Light pass 7
- Light pass 8
- Light pass 9
- Light pass 10
- Light pass 11
- Light pass 12
- Light pass 13
- Light pass 14
- Light pass 15
- Light pass 16
- Light pass 17
- Light pass 18
- Light pass 19
- Light pass 20
- Light direct
- Ambient light direct
- Ambient light direct pass
- Sunlight direct
- Sunlight direct pass
- Light pass 1 direct
- Light pass 2 direct
- Light pass 3 direct
- Light pass 4 direct
- Light pass 5 direct
- Light pass 6 direct
- Light pass 7 direct
- Light pass 8 direct
- Light pass 9 direct
- Light pass 10 direct
- Light pass 11 direct
- Light pass 12 direct
- Light pass 13 direct
- Light pass 14 direct
- Light pass 15 direct
- Light pass 16 direct
- Light pass 17 direct
- Light pass 18 direct
- Light pass 19 direct
- Light pass 20 direct
- Light indirect
- Ambient light indirect
- Ambient light indirect pass
- Sunlight indirect
- Sunlight indirect pass
- Light pass 1 indirect
- Light pass 2 indirect
- Light pass 3 indirect
- Light pass 4 indirect
- Light pass 5 indirect
- Light pass 6 indirect
- Light pass 7 indirect
- Light pass 8 indirect
- Light pass 9 indirect
- Light pass 10 indirect
- Light pass 11 indirect
- Light pass 12 indirect
- Light pass 13 indirect
- Light pass 14 indirect
- Light pass 15 indirect
- Light pass 16 indirect
- Light pass 17 indirect
- Light pass 18 indirect
- Light pass 19 indirect
- Light pass 20 indirect
- Preview pass type
- Pass used for preview rendering
- Preview AOV Output ID
- The ID of the AOV Outputs for preview(beauty pass output will be used if no valid results for the assigned index)
- Octane Aov Output Group Collection
- Classic Render Passes
- The classic render passes style but the new render AOVs won't be available there
- The render AOV node graph with the AOV features
- Render Passes Style
- Use the classic Render Passes or the new Render AOV Graph
- Octane RenderLayer Settings
- Octane RenderLayer settings
- Pass Name
- Pass ID
- Need Export
- Show Blender Color Management
- Show the Blender's built-in Color Management Panel. \nBy default, we recommend reset the Blender Color Management as 'no-op'(do nothing) and use the Octane's Color Management exclusively. In this case,we hide the Blender Color Management so it won't confuse users\n But you can always choose the Blender's Color Management if you like. \nJust do not use both of them at the same time
- Use Opt. Mesh Generation Mode in Preview
- [PREVIEW MODE] Do not regenerate & upload meshes(except reshapable ones) which are already cached
- Classic Property Panel
- The classic property panel
- Kernel NodeTree
- The kernel node tree
- Kernel Data Mode
- Use the classic Kernel or the new Kernel Nodetree
- Kernel Json Node Tree
- Octane Animation Settings
- Octane Render Layer
- Z-depth value mapped to white (0 is mapped to black)
- Amount of samples to use for seeding cryptomatte. This gets multiplied with the amount of bins. Low values result in pitting artefacts at feathered edges, while large values the values canresult in artefacts in places with coverage for lots of different IDs
- Octane Baking Layer Transforms
- Normal
- Hide inactive layers
- Only side effects
- Hide from camera
- Enable out of core
- Tick to enable Octane out of core
- Out of core memory limit (MB)
- Maximal amount of memory to be used for out-of-core textures
- GPU headroom (MB)
- To run the render kernels successfully, there needs to be some amount of free GPU memory. Thissetting determines how much GPU memory the render engine will leave available when uploading theimages. Thedefault value should work for most scenes
- Octane Task Progress
- Octane task is running now, you can use 'ESC' to cancel it. \nThis value is used for displaying the task progress so please do not modify this value manually
- Viewport hide priority
- Hide from final render objects hidden in viewport
- Octane Default
- Render as Octane default settings
- LDR
- Render as LDR(tonemapped) image if applicable
- HDR
- Render as HDR image if applicable
- Final Render Image Type
- Render(F12) as LDR or HDR image if applicable
- Prefer tonemap if applicable
- Render as tonemapped image if applicable
- Export with object layers
- Export with object layers properties. If disabled, all object layer properties will be removed and the whole scene will be put in a single object layer
- Maximize Instancing
- If enabled, Octane will try to collect and group instances into scatter as much as possible
- Global
- Scatter
- Movable
- Reshapable
- As is
- Render all meshes as
- Override all meshes type by this type during rendering
- Enable Real-time in viewport rendering
- Enable Octane real-time mode in viewport rendering
- Enable Decal Wireframe
- Toggle wireframes along the boundaries of the decals
- None
- Disable resource cache system
- Texture Only
- Only cache the textures in RAM
- Geometry Only
- Only cache the geometries in RAM
- All
- Cache the textures and geometries in RAM
- Resource Cache System
- Cache the textures and geometries in RAM so to make the viewport rendering initialization faster
- Edit Mode
- A mesh will be marked as dirty and reloaded once the edit mode is on
- Select
- A mesh will be marked as dirty and reloaded once it is selected
- Dirty Resource Detection Strategy
- The strategy used in detecting whether a mesh is dirty so a reloading is required
- Low
- Medium
- High
- Render Priority
- Render priority that should be used for rendering
- Full
- Movable proxies
- Camera only
- Animation mode
- Optimize animation rendering speed (use in conjunction with Octane mesh types, see the manual)
- GPU
- Devices to use for rendering
- Stand
- Octane standalone login
- Octane standalone password
- Plugin
- Octane render-server login
- Octane render-server password
- Internal
- Subframe
- Motion blur type
- After
- Before
- Symmetric
- Default
- Direct light
- Path trace
- PMC
- Info-channel
- Photon tracing
- Kernel type
- Max. samples
- Number of samples to render for each pixel
- Max. preview samples
- Number of samples to render for each pixel for preview
- Max. subdivision level
- The Maximum subdivision level that should be applied on the geometries in the scene. Setting zero will disable the subdivision
- Filter size
- Film splatting width (to reduce aliasing)
- Ray epsilon
- Shadow ray offset distance to avoid self-intersection
- Alpha channel
- Enables a compositing alpha channel
- Alpha shadows
- Enables direct light through opacity maps. If disabled, ray tracing will be faster but renders incorrect shadows for alpha-mapped geometry or specular materials with "fake shadows" enabled
- Keep environment
- Keeps environment with enabled alpha channel
- Irradiance mode
- Render the first surface as a white diffuse material
- Nested dielectrics
- Enables nested dielectrics. If disabled, the surface IORs not tracked and surface priorities are ignored
- AI light
- Enables AI light
- AI light update
- Enables dynamic AI light update
- AI light strength
- The strength for dynamic AI light update
- Disable
- Light IDs action
- The action to be taken on selected lights IDs
- Pass 1
- Pass 2
- Pass 3
- Pass 4
- Pass 5
- Pass 6
- Pass 7
- Pass 8
- Caustic blur
- Caustic blur for noise reduction
- Affect roughness
- The percentage of roughness affecting subsequent layers' roughness
- Parallelism
- Specifies the number of samples that are run in parallel. A small number means less parallel samples, less memory usage and it makes caustics visible faster, but renders probably slower. A large numbermeans more memory usage, slower visible caustics and probably a higher speed
- Specular depth
- The maximum path depth for which specular reflections/refractions are allowed
- Glossy depth
- The maximum path depth for which glossy reflections are allowed
- AOdist
- Maximum distance for environment ambient occlusion
- AO ambient texture
- Ambient occlusion environment texture, which is used for AO rays. If not specified, the environment will be used instead
- GImode
- Determines how global illumination is approximated
- Grey
- Color
- Clay Mode
- The clay mode should be used in rendering
- No subsampling
- 2x2 subsampling
- 4x4 subsampling
- Subsample Mode
- The subsample mode should be used in rendering
- GI clamp
- GI clamp reducing fireflies
- Diffuse depth
- The maximum path depth for which diffuse reflections are allowed
- Max. diffuse depth
- Max. glossy depth
- Max. scatter depth
- The maximum path depth for which scattering is allowed
- Parallel samples
- Specifies the number of samples that are run in parallel. A small number means less parallel samples and less memory usage, but potentially slower speed. A large number means more memory usage and potentially a higher speed
- Max. tile samples
- The maximum samples we calculate until we switch to a new tile
- Minimize net traffic
- If enabled, the work is distributed to the network render slaves in such a way to minimize the amount of data that is sent to the network render master
- Emulate old volume behavior
- Emulate the behavior of of emission and scattering of version 4.0 and earlier
- Deep image
- Render and save deep image file into output folder after frame render is finished
- Deep image passes
- Include render passes in deep pixels
- Max. depth samples
- Maximum number of depth samples per pixels
- Depth tolerance
- Depth samples whose relative depth difference falls below the tolerance value are merged together
- Work chunk size
- The number of work blocks (of 512K samples each) we do per kernel run. Increasing this valueincreases the memory usage on the system, but doesn't affect memory usage on the system and may increase render speed
- Toon shadow ambient
- The ambient modifier of toon shadowing
- Exploration strength
- Effort on investigating good paths
- Direct light imp.
- Computational effort on direct lighting
- Max. rejects
- Maximum number of consecutive rejects
- Geometric normals
- Shading normals
- Z-Depth
- Textures coordinates
- Smooth normals
- Object layer ID
- Render layer Mask
- Tangent normal
- Index of reflection
- Diffuse filter color
- Reflection filter color
- Refraction filter color
- Transmission filter color
- Info-channel type
- Z-Depth max.
- UV max.
- Wireframe backface highlighting
- Show faces seen from the backside of the face normal in a different color in wireframe mode
- Path term. power
- Path may get terminated when ray power is less then this value
- Coherent ratio
- Runs the kernel more coherently which makes it usually faster, but may require at least a few hundred samples/pixel to get rid of visible artifacts
- Static noise
- If enabled, the noise patterns are kept stable between frames
- Progressive
- Use progressive sampling of lighting
- Pause Preview
- Pause viewport preview
- Preview Active Layer
- Preview active render layer in viewport
- Enable Imager in Interactive Mode
- Tick to enable Octane Imager in interactive preview mode
- Enable Imager in Render Mode
- Tick to enable Octane Imager in render mode
- Enable HDR tonemapping in Interactive Mode
- Tick to enable Octane HDR tonemapping in interactive preview mode
- Enable HDR tonemapping in Render Mode
- Tick to enable Octane HDR tonemapping in render mode
- Use for all cameras (Imager)
- If enabled, we always use the imager below for all cameras(ignore settings in other cameras). We recommend that you keep it on unless you need multiple different imager configurations in the scene
- Use for all cameras (PostProcess)
- If enabled, we always use the postprocess below for all cameras(ignore settings in other cameras). We recommend that you keep it on unless you need multiple different postprocess configurations in the scene
- Adaptive sampling
- If enabled, The Adaptive sampling stops rendering clean image parts and focuses on noisy image parts
- Noise threshold
- A pixel treated as noisy pixel if noise level is higher than this threshold. Only valid if the adaptive sampling or the noise render pass is enabled
- Expected exposure
- The expected exposure should be approximately the same value as the exposure in the image or 0 to ignore these settings. Only valid if adaptive sampling is enabled
- Min. adaptive samples
- Minimum number of samples per pixel until adaptive sampling kicks inunto estimate initial noise level. Higher the value for high quality, but will increase render time. Only valid if adaptive sampling is enabled
- 2 x 2
- 4 x 4
- Group pixels
- Size of the pixel groups that are evaluated together to decide whether sampling should stop or not
- Color space
- Choose intermediate color space to allow conversions with OCIO. This should correspond to the same color space as the 'Octane' box
- OCIO look
- OCIO look to apply
- Force use tone map
- Whether to apply Octane's built-in tone mapping (before applying any OCIO look(s)) when using an OCIO view. This may produce undesirable results due to an intermediate reduction to the sRGBcolor space
- Premultiplied Alpha
- DWA compression level
- Quality
- Jpeg quality
- Enable Octane Export
- Reuse Blender's Output Path
- Whether to use the 'Output Path' in the Blender Output panel. If not, you can use a new output path for Octane Outputs. E.g. put the Octane Outputs in a different folder from Blender default Outputs
- Octane Output Path
- An independent output path that's used for Octane Outputs only. In this way, you can put Octaneoutputs and Blender default outputs in two different places
- Octane Prefix Tag
- Octane export prefix tag. If given, this name will be concatenated to the file name as prefix(todistinguish the Blender outputs and Octane export outputs)
- Octane Postfix Tag
- Octane export postfix. If given, this name will be concatenated to the file name as postfix.\n###   Frame number. e.g. image_##_test.png translates to image_01_test.png\n$OCTANE_PASS$   Octane pass name.\n$VIEW_LAYER$   Blender viewlayer name
- Octane Export Mode
- Export image as separate files, multilayer EXR, or deep EXR
- PNG
- JPEG
- TIFF
- EXR
- File type
- 8-bit(integer)
- 8-bit(integer)(default)
- 16-bit(integer)
- Bit depth
- 16-bit(floating point)
- 16-bit(floating point)(default)
- 32-bit(floating point)
- Uncompressed
- no compression
- RLE(lossless)
- run length encoding (lossless)
- ZIPS(lossless)
- zlib compression, one scan line at a time (lossless)
- ZIP(lossless)
- zlib compression in blocks of 16 scan lines (lossless)(default)
- PIZ(lossless)
- piz-based wavelet compression (lossless)
- PXR24(lossy)
- lossy 24-bit float compression (lossy)
- B44(lossy)
- lossy 4-by-4 pixel block compression (lossy)
- B44A(lossy)
- DWAA(lossy)
- lossy DCT based compression in blocks of 32 scanlines
- DWAB(lossy)
- lossy DCT based compression in blocks of 256 scanlines
- Compression
- EXR compression type
- zlib compression, one scan line at a time (lossless)(default)
- Deep EXR compression type
- Zlib(deflate)
- zlib compression
- LZW
- lzw compression
- Packbits
- packbits compression
- Compression type for TIFF file export
- Exclude Beauty
- Exclude the default-added 'Beauty' pass when exporting files
- D65
- Legacy/flat
- White light spectrum
- Controls the appearance of colors produced by spectral emitters (e.g. daylight environment, black body emitters). This determines the spectrum that will produce white (before white balance) in thefinal image. Use D65 to adapt to a reasonable daylight 'white' color. Use Legacy/flat to preserve the appearance of old projects (spectral emitters will appear rather blue)
- Use old color pipeline
- Use the old behavior for converting colors to and from spectra and for applying white balance.Use this to preserve the appearance of old projects (textures with colors outside the sRGB gamutwill berendered inaccurately)
- Need to Upgrade Octane Output Tag
- Photon depth
- The maximum path depth for photons
- Accurate colors
- If enabled colors will be more accurate but noise will converge more slowly
- Photon gathering radius
- The maximum radius where photons can contribute
- Photon count multiplier
- Approximate ratio between photons and camera rays
- Photon gather samples
- Maximal amount of photon gather samples per pixel between photon tracing passes. This is similarto max. tile samples, but it also affects the quality of caustics rendered. Higher values give more samplesper second at the expense of caustic quality
- The higher this value, the more the photon sampling is influenced by which photons are actually gathered
- Tonemapped HDR
- Octane Render Settings
- Octane render settings
- Octane Shading Type
- Octane View3DShading Settings
- Octane View3D shading settings

###FILE:properties_/world.py
- OctaneRender World Settings
- OctaneRender world settings
