Key Points

Falcon is a “Unidirectional Path Tracer”

The original Cheetah 3D renderer — now referred to as “Cheetah” — was a Ray Tracer, which means that each pixel in the final image is rendered by tracing back from the observer through the pixel into the scene, and then guesstimating how brightly lit each thing you bump into is.

AI draft: generated from the Cheetah 3D 8.1.1 manual; not yet reviewed by the author.

Falcon is a “unidirectional path tracer”. In simple terms, this means it’s an “unbiased” or “physically-based” renderer that works by tracing random paths of light. For each pixel it follows a ray from the camera into the scene, and every time the ray hits something it makes a random (“stochastic”) decision about where the light goes next — e.g. if a surface has a 50% chance of reflecting light, the path tracer flips a coin and follows one of the two possible paths — while checking how much light reaches that point from the lights in the scene. Each such path is one “sample”. A single sample is a terrible guess, but if you average enough of them everything evens out — which is why the image starts very noisy, and smooths out as the “law of large numbers” evens out the effect of random decisions.

The quality of a rendered image is referred to in terms of “samples per pixel” (Falcon’s Samples setting is the number of paths traced per pixel). If a rendered image is 1000 x 1000 pixels (one million pixels) then 100 samples per pixel means that 100,000,000 paths contributed to the image. Set Samples to 0 and Falcon will keep going until you stop the render yourself.

How far each path is followed is limited by Falcon’s Ray depth (bounces) settings — Total, Diffuse, Glossy, and Specular bounces, plus Transparency depth. More bounces give a more accurate result, but take longer and need more samples to clean up the noise.

End of AI draft.