Houseki Design Studio Docs Open the studio

Deterministic renderer

The Deterministic renderer is the studio's fast, instant-image renderer. It draws the stone completely in a single pass, with no waiting and no visual noise, which makes it the renderer to leave on while you turn the stone, try a material, or compare two settings side by side. Its picture never changes on its own: it looks the same the instant after you release the mouse as it does a minute later.

The studio's startup stone rendered with the Deterministic renderer, a sharp image with no visual noise
The stone the studio opens with, in the Deterministic renderer.

Switching renderers

The renderer is chosen from the dropdown at the top of the Tracing section of the settings, on the right of the window. It lists three choices: Deterministic (the default), Monte Carlo and Flat. Hovering over the dropdown shows a tooltip describing whichever renderer is currently selected.

The Tracing section of the settings with the renderer dropdown showing its tooltip, describing the Deterministic renderer
Hovering the renderer dropdown shows what the selected renderer does.
The Tracing section of the settings with the renderer dropdown open, listing Deterministic, Monte Carlo and Flat
The renderer dropdown open: Deterministic, Monte Carlo and Flat.

Choosing Deterministic redraws the stone at once. Nothing else on the page needs to change: every other setting – material, lighting, bounces – carries straight over to whichever renderer is selected.

What the picture is showing

The Deterministic renderer follows light through the stone the way a diamond actually bends and reflects it, using a handful of physical rules:

The Deterministic renderer's own tooltip names these by name: Snell's law, total internal reflection ("TIR"), Beer-Lambert ("BL") absorption and the full Fresnel equations. It also says how it draws frosted facets (see Frosted facets below).

Its main simplification is fire – the rainbow-coloured flashes a stone throws when it bends different colours of light by slightly different amounts (called dispersion). The Deterministic renderer traces only three fixed colours (a red, a green and a blue) rather than the whole visible spectrum, so its fire shows up as a handful of coloured edges rather than a smooth rainbow. It is still fast for exactly this reason: the Monte Carlo renderer traces a whole spectrum of colours instead, at the cost of speed.

Controls

Every control below works with the Deterministic renderer. The ones that are specific to the Monte Carlo renderer (Samples to accumulate, Samples per frame) are hidden while Deterministic is selected, because this renderer does not use them – see the Monte Carlo renderer page for those.

Material

The stone rendered with dispersion (fire) set to 0, showing no rainbow fire
Dispersion at 0: no fire.
The stone rendered with dispersion (fire) turned up, showing coloured flashes at facet edges
Dispersion turned up: coloured fire at the facet edges. The Deterministic renderer only has three colours to work with, so the fire looks like coloured edges rather than a full rainbow.
The stone rendered with the Ruby material preset, showing a red body colour
The Ruby preset: a coloured stone.

Tracing

The stone rendered with Max internal bounces set to 3, looking flatter and less deep
3 internal bounces: light runs out quickly, and unresolved light fills in as a darker tint.
The stone rendered with Max internal bounces set to 32, showing more internal detail
32 internal bounces: light keeps bouncing longer, showing more of the stone's internal reflections.
The stone rendered with the facet wireframe on, each visible facet outlined
Facet wireframe on.
The stone rendered with the facet wireframe off, showing only the shaded surfaces with no outlines
Facet wireframe off.

Lighting

The stone under the Angle rings lighting model, coloured bands by angle of incidence
Angle rings.
The stone under the Isometric lighting model, even white light from above
Isometric.
The stone under the Cosine lighting model, brightest overhead and fading towards the horizon
Cosine.
The stone under the Skybox image lighting model, a photographed room
Skybox image, the studio's default.

Turning the stone

Drag the stone with the mouse to turn it: sideways tilts it to the left or right, up and down tilts it towards or away from you, and holding Shift makes sideways spin it about its own axis instead. Scroll the mouse wheel to zoom. Any drag, wheel step, or move of the X rotation (spin) or Y rotation (tilt) sliders drops the picture to Drag quality while it moves (lowering the resolution only – the internal bounces stay as you set them, so the stone looks the same, just blurrier), then returns to full quality shortly after the movement stops. Because the Deterministic renderer finishes in one pass, this is only about keeping the stone responsive while it moves; the picture itself never needs to settle the way the Monte Carlo renderer's does.

A slider's own readout can be clicked to type an exact number: type the value and press Enter to apply it, or Escape to cancel.

Frosted facets

A tier marked frosted is drawn frosted here too. To frost one, select its row in the cutting instructions and click Frosted in the row of buttons under them (see the tier toolbar); click it again to unmark the tier.

The Deterministic renderer draws each frosted facet as a surface that scatters light evenly: the facet shows the average of the light reaching it, as one smooth shade with no grain, and the picture is finished at once, as it always is here. Light that meets a frosted facet from inside the stone is scattered the same way instead of bouncing on, so a frosted pavilion turns the whole stone milky and hides its pattern of reflections, and a frosted table becomes an even, cloudy window.

The stone in the Deterministic renderer with its pavilion frosted: the reflections inside the stone are gone, and the crown's facets show as soft, even shades
The pavilion frosted, in the Deterministic renderer.
The stone in the Deterministic renderer with only its table frosted: the table is an even, cloudy shade while the facets around it sparkle as usual
Only the table frosted: an even, cloudy shade in the middle of the stone.

This is a simpler picture of frosting than the Monte Carlo renderer's, which draws a frosted facet as truly rough glass: there the shading can change gently across one facet, and the image takes time to settle. Use the Monte Carlo renderer when you want the most faithful look of a frosted design, and the Deterministic renderer to turn it and compare it quickly.

The same stone with its pavilion frosted, in the Monte Carlo renderer after it has settled, for comparison
The same frosted pavilion in the Monte Carlo renderer, left to settle, for comparison.

A stone with frosted facets is quicker to draw than a polished one here, not slower: light stops at a frosted facet rather than bouncing on through the stone, so turning a frosted stone stays smooth.

On a browser that cannot do the extra step this needs, every frosted facet shows the same shade instead: the average of all the light around the stone.

Stones with grooves, dents and holes

A faceted design is always convex: light that has left it cannot run into it again. A stone with grooves, dents or a hole through it is different – a .obj file of a piece of rough you have scanned, for example. Light leaving one wall of a groove crosses it and meets the opposite wall, and a reflection off the outside of a dent can land on the stone again.

The Deterministic renderer follows that light: where light that has left the stone runs into it again, part of it reflects off the outside and part of it enters the stone and carries on through it, exactly as at the stone's first surface. Such a stone therefore looks the same in the Deterministic renderer as in the Monte Carlo renderer, apart from the fire and the grain.

A clear bar with two V-shaped grooves along its top, in the Deterministic renderer: the groove walls show light that crossed the groove from the opposite wall
A bar with two grooves along its top, in the Deterministic renderer.
The same grooved bar in the Monte Carlo renderer after it has settled, showing the same light on the groove walls
The same bar in the Monte Carlo renderer, left to settle, for comparison.

Following light back into the stone takes time: such a stone draws several times more slowly than a faceted stone of the same size. A faceted stone draws exactly as fast as before.

If any facet of such a stone is frosted, the Deterministic renderer does not follow light back into it yet: light leaving the stone is drawn as if the rest of the stone were not there. Use the Monte Carlo renderer to see a frosted stone of this kind faithfully.

The Flat renderer

A third choice in the same dropdown, Flat does no rendering at all: it shows the stone as a flat, opaque surface in the stone's own colour, with no light, reflection or fire. It is instant, and with Facet wireframe turned on it draws a clean line diagram of the facets – useful for looking at a cut's geometry without anything else competing for attention.

The stone rendered with the Flat renderer, a flat opaque silhouette with no lighting
The Flat renderer: no lighting, no reflections, just the stone's outline and colour.