Don't Render Final Image – Image rendering is bypassed, allowing for other calculations, like texture baking or GI caching.
Secondary Ray Bias – A small positive offset applied to all secondary rays. This setting is useful when the scene contains overlapping faces, which can cause black splotches to appear in the render.
Clamp Max Ray Intensity – Uses the Max Ray Intensity value to suppress the contribution of very bright rays, which can typically cause excessive noise (fireflies) in the rendered image. The Max Ray Intensity value is applied to all secondary (GI/reflection/refraction) rays as opposed to the final image samples, allowing fireflies to be effectively suppressed without losing too much HDR information in the final image.
Max Ray Intensity – Specifies the maximum ray intensity when Clamp Max Ray Intensity is enabled.
GI Texture Filtering Multiplier – Controls the filtering of all the textures in the scene when Global Illumination is calculated. Greater values make textures blurrier while smaller values make them sharper.
Consistent Lighting Elements – When enabled, this option provides more accurate, artifact-free lighting render elements, not dependent on light sampling. It also provides better support for Adaptive Dome Light. Please note, that this option is applicable to raw lighting render elements only when the corresponding normal and filter render elements are available (e.g., VRayRawGlobalIllumination = VRayGlobalIllumination / DiffuseFilter).