Rendering Configuration#
The RenderCfg class controls the renderer,
ray-tracing sample count, tone mapping, and DLSS settings used by
SimulationManager.
Core options#
Parameter |
Type |
Default |
Description |
|---|---|---|---|
|
|
|
Renderer backend: |
|
|
|
Samples per pixel for ray-traced rendering. Must be at least |
|
|
|
Apply modified Reinhard tone mapping to RGB output. |
|
|
|
Fixed linear exposure multiplier used before tone mapping. |
|
|
|
NVIDIA DLSS settings. See NVIDIA DLSS. |
Ray-traced output uses DexSim’s OptiX denoiser. Tone mapping affects RGB output only; depth, segmentation masks, normals, and position buffers remain unchanged.
Renderer selection#
With renderer="auto", EmbodiChain selects a backend from the GPU detected at
the configured gpu_id when the simulation manager is constructed:
GPU class |
Examples |
Selected renderer |
|---|---|---|
RTX-series consumer/workstation GPUs |
RTX 4090, RTX 6000 Ada |
|
Datacenter accelerators |
A100, A800, H100, H800, H200, H20 |
|
No CUDA device or unknown GPU |
— |
|
An explicit renderer always takes precedence over automatic selection. The
process-wide default can also be changed through
SimulationManager.set_default_renderer():
from embodichain.lab.sim import SimulationManager
SimulationManager.set_default_renderer("auto")
SimulationManager.set_default_renderer("fast-rt")
Configuration example#
from embodichain.lab.sim import SimulationManagerCfg
from embodichain.lab.sim.cfg import RenderCfg
sim_config = SimulationManagerCfg(
render_cfg=RenderCfg(
renderer="fast-rt",
spp=4,
tone_mapping_enabled=True,
tone_mapping_exposure=1.0,
)
)
For DLSS-specific settings, see NVIDIA DLSS.