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Rendering · guide

The Standard Frame

One engine-owned node that expands into the full frame graph — shadows, GI, reflections, the whole post chain — configured by seven semantic knobs.

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  • Choosing a frame — The two-audience story — start with the Standard Frame's knobs, explode the document when you need surgery, and hand-author only when the frame itself is the subject.
  • The post-processing node kinds — Every screen-space effect a compositor document can name, what each one reads, and the order they have to run in.
  • Making everything cast a shadow — The caster stage, the atlas a shading pass reads it from, and the two joins that make one mesh drawable by two shaders.
  • Turning on dynamic global illumination — The four compositor nodes that make a frame's indirect light a file rather than a program.
  • Render quality presets — The quality waterfall behind the Standard Frame's tiers — engine defaults, a project's RenderQuality.vxpreset and per-document overrides, folded per parameter into the numbers the expansion consumes.
  • Fog a shadow can fall through — The froxel volume that turns the frame's fog from a function of distance into something the scene's own light shines through, what its far plane really controls, and why the composite is on the other side of TAA.
  • The frame panel — Editing a .vxcompositor as the Standard Frame's knobs, with the resolved quality waterfall and the per-camera volume stack shown beside them, and Explode as the one-way door out.