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Using the PxrOcclusion Integrator. Scene courtesy of Christina Faraj, Mike Altman, and Rosie Cole.

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Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalse
labelsFilterdistribution
gutterSize20
titleIntensity
animatefalse
captionstrue

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Description
UniformRays are not weighted in any particular direction in the hemisphere above the shading point.
CosineCosine distribution is a commonly used to render ambient occlusion.
ReflectionGenerate samples based on the the reflection lobe of the assigned material. Materials with only a diffuse BRDF will have a result similar to the cosine setting above.

Cosine Spread

Sample spread of rays when using cosine distribution. A value of 1.0 gives a perfect Lambertian distribution.

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Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalse
labelsFilterusealbedo
gutterSize20
titleIntensity
animatefalse
captionstrue

Num Samples

This option generates fixed samples at each shaded point. More samples may help resolve noise in fewer camera samples, but may reduce performance at higher numbers.

Carousel Image Slider
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
dotsfalse
columns3
infinitefalse
sliderHeight190
arrowsfalse
labelsFilternumsamples
gutterSize20
titleIntensity
animatefalse
captionstrue

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