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Occluded and UnoccludedResulting colors for occluded and unoccluded shading.
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Num SamplesControls the number of occlusion samples per camera hit point. Sample DistributionSample distribution can be uniform or cosine. Cosine SpreadSample spread of rays for cosine distribution. A value of f 1 gives Lambertian distribution. FalloffFalloff values greater than zero create a softer look. Values less than zero give a hard edge when combined with max distance. Max DistanceThe max distance at which objects may occlude. DirectionTrace rays in the direction of the surface normal (outside), inverse to the normal (inside), or in both directions. Bias NormalAdd a directional bias to the normal vector. Values must be specified in world space. |