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PxrDirt renders local geometric occlusion. This is useful for applying shading effects to nooks and crevices.
A traditional ambient occlusion effect can be accomplished by setting the occluded color to black and unoccluded color to white.
Resulting colors for occluded and unoccluded shading.
Controls the number of occlusion samples per camera hit point. More samples reduces can the noise at the cost of increased render time.
Possible values are uniform and cosine (Lambertian).
|Uniform||Rays are not weighted in any particular direction in the hemisphere above the shading point.|
|Cosine||Cosine distribution is commonly used to render ambient occlusion.|
Sample spread of rays when using cosine distribution. A value of 1.0 gives a perfect Lambertian distribution.
Falloff can be used to control the softness of the occlusion effect.
The max distance at which objects may occlude. Zero is infinite (all objects occlude).
Trace rays in the direction of the surface normal (outside), inverse to the normal (inside), or in both directions.
Add a directional bias to the normal vector. Values must be specified in world space.