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Carousel Image Slider |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
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maxNumber | 3 |
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dots | false |
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columns | 3 |
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infinite | false |
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sliderHeight | 190 |
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arrows | false |
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labelsFilter | distribution |
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gutterSize | 20 |
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title | Intensity |
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animate | false |
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captions | true |
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|
| Description |
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Uniform | Rays are not weighted in any particular direction in the hemisphere above the shading point. |
Cosine | Cosine 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 |
---|
include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
---|
maxNumber | 3 |
---|
dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false |
---|
labelsFilter | cosinespread |
---|
gutterSize | 20 |
---|
title | Intensity |
---|
animate | false |
---|
captions | true |
---|
|
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 |
---|
include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
---|
maxNumber | 3 |
---|
dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false |
---|
labelsFilter | falloff |
---|
gutterSize | 20 |
---|
title | Intensity |
---|
animate | false |
---|
captions | true |
---|
|
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