Karmarendersettings :
For render optimizations, there are a few key settings you need to know about. Most of them are found in the Advanced tab of your Render Settings node.
However, your sampling settings (which control the image quality and noise) are located in a different place: under the Rendering → Limits tab.
Image mode
**Karma Render Settings → Advanced → Bucket and Caching**
There are two main rendering modes you can choose from in Karma:
* **Progressive Mode**: This starts rendering from the center of the image and expands outward like a ripple.
* **Bucket Mode**: This divides the image into squares (buckets) of 32 or 64 pixels. Karma quickly tests each bucket, and if it finds only black (empty) pixels, it skips that area and moves to the next one.
Both modes have pros and cons, depending on what you're rendering:
* If you're rendering **volumes** (like FX, fog, or smoke), it's better to use **progressive mode**. Low-density volumes might be misread by the bucket system and accidentally skipped.
* If your scene is **only geometry** (no FX, no volumes), **bucket mode** is usually faster. It can skip large empty areas (like black backgrounds), while progressive mode will still try to render them.
As for the **bucket size**, you can set it between **32 and 64 pixels** you’ll need to experiment a bit to see what works best for your scene.
Samples :
Karmarendersettings \-\> Rendering \- \> Limits
When it comes to your **global render samples**, there's no one-size-fits-all setting you'll need to **test and tweak them for each render** to find the right balance.
The default values are usually a good starting point. The general rule is:
**try to use the lowest sample values possible without noticeably reducing image quality.**
This helps keep your render times short while still getting a clean result.
Convergence mode :
Karmarendersettings-\>Advanced-\>Sampling
**Convergence Mode:**
* When set to **Path Traced**, the renderer limits each light bounce to just **1 indirect ray**.
* When set to **Automatic**, the number of indirect rays is **calculated dynamically**, based on things like initial noise, noise threshold, and the number of camera rays. In Automatic mode, the number of **direct lighting samples** is also adjusted automatically based on noise levels.
In simple terms:
If you choose **Path Traced mode**, it limits all light bounces to 1 ray this is a **huge optimization** and can significantly speed up rendering, especially for scenes where you don’t need super complex indirect lighting.
It also means your render switches from using **primary samples** to **path traced samples**, which changes how Karma handles light calculations behind the scenes.
A value between **32 and 64** is a good starting point for most scenes.
From there, it’s up to you to **test how low you can go** without noticeably reducing the image quality. The lower the value (without losing quality), the faster your render will be.
For example, I used all of these optimization techniques in the render of this layer. The up one shows the non-optimized version, while the bottom one shows the optimized one. The render time is divided by two