  bool exportOnly      = false
  bool gi.saveSecondary      = false
  bool gi.loadSecondary      = false
  bool lowThreadPriority      = true
  bool vfb.showBucketOrder      = false
  bool medit.custom      = false
  bool lights.renderHidden      = false
  bool doShading      = true
  bool textures.filter      = true
  bool alphaAlwaysSolid      = false
  bool doAa      = true
  bool renderstamp.use      = true
   int renderer      = 2
   int accelerationStructure      = 5
   int aa.sampler      = 0
   int gi.primarySolver      = 1
   int gi.secondarySolver      = 3
   int imageFilter      = 3
   int directLightSolver      = 0
   int enviroSolver      = 0
   int ui.Mode      = 0
   int embree.triangles      = 0
   int random.sampler      = 5
   int vfb.type      = 2
   int progressive.maxPasses      = 100
   int progressive.timeLimit      = 0
  Vec3 scene.colorBackground      = 0 0 0
 float lights.areaSamplesMult      = 1
   int lights.env.resolution      = 1000
   int pathtracingSamples      = 16
   int lights.areaMethod      = 1
   int raycaster.maxDepth      = 50
   int raycaster.minDepth      = 0
   int buffer.updateInterval      = 1000
   int image.region.startX      = 0
   int image.region.startY      = 0
   int image.region.endX      = 1024
   int image.region.endY      = 576
   int image.width      = 1024
   int image.height      = 576
string gi.primaryFile      = "C:/primaryGI.dat"
string gi.secondaryFile      = "C:/secondaryGI.dat"
   int image.bucketSize      = 32
  Vec3 color.exit      = 0 0 0
  Vec3 color.unsupported      = 1 0 0
   int fb.internalResolutionMult      = 2
 float imagefilter.width      = 1.5
 float imagefilter.blurring      = 0.5
   int instance.minSize      = 1
 float system.maxNormalDev      = 0.55
   int progressive.recalculateEvery      = 999
 float progressive.adaptivity      = 0
 float maxPtSampleIntensity      = 10
string renderStamp      = "Corona Renderer Alpha4 - Benchmark scene | %c | Time: %t | Passes: %p | Rays/s: %r"
 float subdivEnviroThreshold      = 0.005
 float lights.texturedResolution      = 0.3
 float lights.spotThreshold      = 100
   int vfb.antialiasing      = 2
   int random.seed      = 1234
   int numThreads      = 0
 float lightSolver.localFrac      = 0.7
 float lightSolver.globalFrac      = 0
 float portals.sampleAmount      = 1
  bool displace.useProjectionSize      = true
 float displace.maxProjectSize      = 2
 float displace.maxWorldSize      = 1
   int displace.maxSubdiv      = 100
  Vec3 scene.bgOver.direct      = 0 0 0
  Vec3 scene.bgOver.reflect      = 0 0 0
  Vec3 scene.bgOver.refract      = 0 0 0
  bool scene.bgOver.useDirect      = false
  bool scene.bgOver.useReflect      = false
  bool scene.bgOver.useRefract      = false
  bool gi.ic.incrementalBuild      = false
string gi.ic.incrementalFilename      = "incrementalIc.dat"
   int gi.ic.hemisphereSubdiv      = 7
   int gi.ic.finalPrecompResolution      = -1
   int gi.ic.precompIterations      = 5
  bool gi.ic.pathtracingCorners      = true
  bool gi.ic.storeDirect      = false
 float gi.ic.maxGeomError      = 0.6
 float gi.ic.smoothing      = 1.8
 float gi.ic.colorThreshold      = 10
 float gi.ic.recordSpacingMin      = 1
 float gi.ic.recordSpacingMax      = 20
  bool gi.ic.useRotationGradient      = true
  bool gi.ic.useTranslationGradient      = true
   int gi.ic.interpolationSchema      = 1
   int gi.ic.searchStructure      = 0
  bool gi.ic.useStructureHeuristic      = true
  bool gi.ic.relaxedInterpolation      = true
   int gi.ic.structureLeafSize      = 0
   int gi.ic.vizualization      = 2
   int gi.ic.minInterpSamples      = 2
 float gi.hdCache.precompMult      = 0.5
   int gi.hdCache.interpolationCount      = 3
 float gi.hdCache.dirSensitivity      = 2
 float gi.hdCache.posSensitivity      = 13
 float gi.hdCache.normalSensitivity      = 2
   int gi.hdCache.ptSamples      = 256
 float gi.hdCache.smoothing      = 2
 float gi.hdCache.glossyThreshold      = 0.9
   int gi.hdCache.maxRecords      = 2000000
   int gi.hdCache.writePasses      = 0
   int gi.photons.emitted      = 5000000
  bool gi.photons.storeDirect      = true
   int gi.photons.depth      = -1
   int gi.photons.lookupCount      = 50
   int gi.photons.filter      = 0
   int gi.vpl.emittedCount      = 1000000
   int gi.vpl.usedCount      = 150
   int gi.vpl.progressiveBatch      = 150
 float gi.vpl.clamping      = 50
   int gi.pathtracing.directMode      = 2
   int aa.adaptive.subdiv      = 1
   int aa.adaptive.steps      = 2
 float aa.adaptive.threshold      = 0.03
 float bvh.cost.iteration      = 1
 float bvh.cost.triangle      = 1
   int bvh.leafSizeMin      = 2
   int bvh.leafSizeMax      = 6
 float colorMapping.exponent      = 1
 float colorMapping.gamma      = 2.2
 float colorMapping.whiteMultiplier      = 50
 float colorMapping.displayTemperature      = 6500
 float colorMapping.sceneTemperature      = 6500
 float colorMapping.rBalance      = 1
 float colorMapping.gBalance      = 1
 float colorMapping.bBalance      = 1
   int colorMapping.workingSpace      = 1
 float colorMapping.contrast      = 1
  bool gi.it.cache.neighbourClamping      = true
  bool gi.it.compensateMis      = false
  bool gi.it.perfectSampling      = true
  bool gi.it.debugColor      = true
  bool gi.it.useCache      = true
   int gi.importance.solver      = 0
   int gi.it.photons      = 100000
   int gi.it.photonsKnn      = 250
   int gi.it.knn      = 2
 float gi.it.maxCacheError      = 1
 float gi.it.minCachingRadius      = 0.5
 float gi.it.maxCachingRadius      = 20
   int gi.it.maxLobes      = 8
   int gi.it.photonsPerComponent      = 1
   int gi.it.fittingIterations      = 60
 float gi.it.maxKappa      = -1
 float gi.it.projectedMaxIntensity      = 0.95
 float gi.it.fraction      = 0.5
   int gi.it.directMode      = 0
   int gi.it.maxDepth      = 0
   int gi.it.randomRestarts      = 1
 float gi.it.emissionFraction      = 0
 float gi.it.cache.photonRadiusClamping      = 0
  bool gi.it.enviroOnly      = false
   int gi.it.recalculateEach      = 0
  bool gi.it.doViz      = false
  bool mb.useCamera      = false
  bool mb.useGeometry      = false
   int mb.tmSegments      = 16
 float mb.duration      = 1
 float mb.offset      = 0.5
   int mb.geometrySegments      = 5
   int ppm.samplesPerIter      = 1
   int ppm.photonsPerIter      = 5000000
 float ppm.alpha      = 0.666
 float ppm.initialRadius      = 2
   int bidir.maxDepth.eye      = 20
   int bidir.maxDepth.light      = 20
  bool bidir.doMis      = true
   int vcm.mode      = 5
string vfb.autosave.filename      = "autosave"
   int vfb.autosave.count      = 10
   int vfb.autosave.finished.count      = 10
   int vfb.autosave.interval      = 600
string vfb.autosave.finished.filename      = "lastRender"
  bool vfb.autosave.enable      = false
