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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

 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.

Cosine Spread

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

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

Falloff

Falloff values greater than zero create a softer look. Values less than zero give a hard edge when combined with max distancecan be used to control the softness of the occlusion effect.

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

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