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Getting Started
About
MoonRay
Arras
RDL Scene Format
Documentation Images and Models
What's Included
Installation
Building MoonRay
General Build Instructions
Building on Rocky Linux 9
Building in a Rocky Linux 9 Container
Building on macOS Sonoma
Source Repository List
Dependencies
Test Scenes
User Reference
Execution Modes
Scene Objects
Cameras
BakeCamera
FisheyeCamera
OrthographicCamera
PerspectiveCamera
SphericalCamera
Displacement
CombineDisplacement
NormalDisplacement
SwitchDisplacement
VectorDisplacement
Display Filters
BlendDisplayFilter
ClampDisplayFilter
ColorCorrectDisplayFilter
ConstantDisplayFilter
ConvolutionDisplayFilter
DiscretizeDisplayFilter
DofDisplayFilter
HalftoneDisplayFilter
ImageDisplayFilter
OpDisplayFilter
OverDisplayFilter
RampDisplayFilter
RemapDisplayFilter
RgbToFloatDisplayFilter
RgbToHsvDisplayFilter
ShadowDisplayFilter
TangentSpaceDisplayFilter
ToonDisplayFilter
Geometry
BoxGeometry
RdlCurveGeometry
RdlInstancerGeometry
RdlMeshGeometry
RdlPointGeometry
SphereGeometry
UsdGeometry
UsdInstanceGeometry
VdbGeometry
Joint
Layer
Lights
CylinderLight
DiskLight
DistantLight
EnvLight
MeshLight
PortalLight
RectLight
SphereLight
SpotLight
LightSet
Light Filters
BarnDoorLightFilter
ColorRampLightFilter
CombineLightFilter
CookieLightFilter
CookieLightFilter_v2
DecayLightFilter
IntensityLightFilter
RodLightFilter
VdbLightFilter
LightFilterSet
Materials
Dwa Materials
DwaAdjustMaterial
DwaBaseMaterial
DwaColorCorrectMaterial
DwaEmissiveMaterial
DwaFabricMaterial
DwaLayerMaterial
DwaMetalMaterial
DwaMixMaterial
DwaRefractiveMaterial
DwaSkinMaterial
DwaSolidDielectricMaterial
DwaSwitchMaterial
DwaToonMaterial
DwaTwoSidedMaterial
DwaVelvetMaterial_v2
Hair Materials
HairColorCorrectMaterial
HairDiffuseMaterial
HairLayerMaterial
HairMaterial_v3
HairToonMaterial
RaySwitchMaterial
SwitchMaterial
UsdPreviewSurface
Maps
AttributeMap
AxisAngleMap
BlendMap
CheckerboardMap
ClampMap
ColorCorrectContrastMap
ColorCorrectGainOffsetMap
ColorCorrectGammaMap
ColorCorrectHsvMap
ColorCorrectHueShiftMap
ColorCorrectLegacyMap
ColorCorrectMap
ColorCorrectNukeMap
ColorCorrectSaturationMap
ColorCorrectTMIMap
ConstantColorMap
ConstantScalarMap
CurvatureMap
DebugMap
DeformationMap
DirectionalMap
ExtraAovMap
FloatToRgbMap
GradientMap
HairColorPresetsMap
HairColumnMap
HairMap
HsvToRgbMap
ImageMap
LayerMap
ListMap
LODMap
NoiseMap_v2
NoiseWorleyMap_v2
NormalToRgbMap
OpenVdbMap
OpenVdbMap_v2
OpMap
ProjectCameraMap
ProjectCameraMap_v2
ProjectCylindricalMap
ProjectPlanarMap
ProjectSphericalMap
ProjectTriplanarMap
ProjectTriplanarMap_v2
ProjectTriplanarUdimMap
RampMap
RandomMap
RemapMap
RgbToFloatMap
RgbToHsvMap
RgbToLabMap
SwitchColorMap
SwitchFloatMap
ToonMap
TransformSpaceMap
UsdPrimvarReader_float
UsdPrimvarReader_float2
UsdPrimvarReader_float3
UsdPrimvarReader_int
UsdPrimvarReader_normal
UsdPrimvarReader_point
UsdPrimvarReader_vector
UsdTransform2d
UsdUVTexture
UVTransformMap
WireframeMap
Meta Data
Normal Maps
CombineNormalMap
DistortNormalMap
ImageNormalMap
ProjectCameraNormalMap
ProjectPlanarNormalMap
ProjectTriplanarNormalMap
ProjectTriplanarNormalMap_v2
RandomNormalMap
RgbToNormalMap
SwitchNormalMap
TransformNormalMap
Render Output
Scene Variables
Shadow Set
Shadow Receiver Set
Trace Set
User Data
Volumes
BaseVolume
CutoutVolume
VdbVolume
How-To Guides
Adaptive Light Sampling
Adaptive Sampling
Baking Textures
Base Volume Ramp
Checkpoint/Resume rendering
Checkpoint Rendering
How to use Checkpoint Rendering
Optional checkpoint settings
Post checkpoint LUA script
Interrupting a rendering process with SIGINT
Resume Rendering
On-Resume LUA script
Checkpoint/Resume Image File Output Logic
Example RDLA for Checkpoint/Resume rendering
EXR Header Metadata
KJ Subpixel Sampling Sequence
Dicing Camera
Displacement
Glitter Shader
Instance-Level Transforms
Iridescence
Light Normalization
Look Dev Transparent Surfaces
Motion Blur
Meshes Best Practices
Overlapping Dielectrics
Path Guiding
PBR Validity
Point Rendering
Ray Depth
Render Outputs
Cryptomatte
Extra AOVs
Material AOVs
Motion vectors
Visibility AOVs
Render Inside a Medium
Shadow Controls
Shadow Ray Manipulation
Shadow Terminators
Textures
Writing Efficient LPEs
Tools
arras_render
denoise
Hydra Delegate
HdMoonRay Features
HdMoonRay Setup
HdMoonRay Render Settings
HdMoonRay Houdini Integration
Command Line
moonray
moonray_gui
rdla_filter
rdl2_convert
rdl2_print
render_profile_viewer
usd_mipmap_images
Maximizing Performance
Adaptive Tessellation
Texture Cache Size
Texture Format
Sampling Settings
ALab Rendering
Benchmarking
Developer Reference
Source Structure
Scene RDL2 Library
Writing Shaders
Cameras
Displacement
Display Filters
Geometry Procedurals
Lights
Light Filters
Maps
Materials
Normal Maps
Volume Shaders
Arras
Distributed Arras
Arras Session Definitions
Arras Client API
Arras Doxygen Pages
Coding Standards
Math Library
Scene RDL2 Attributes
Formatting
Naming Conventions
File Names
Header Files
Body Files
Include Statements
Comments
Primitive Types
Macros
Classes
Conditional Statements
Namespaces
Exceptions
Templates
Singletons
Asserts
Meta Topics
IDE Hooks
C++
ISPC
Python
Miscellaneous
Release Notes
Legal/Licensing and Contributions
Maximizing Performance
This section shows how to get the best performance from Moonray