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Different samples distributions can be used to create different occlusion effects.

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

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distribution = uniformdistribution = cosinedistribution = reflection

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.

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

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

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cosine spread = 0.5cosine spread = 1.0cosine spread = 2.0

Max Distance

As each point is shaded, rays reach into the scene to strike nearby objects. In some cases, like an interior, this may produce a dark or black result. You can reduce that distance using this control. Note this is measured in scene units. The default is 0 or infinite.

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

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max distance = 0.0 (infinite)max distance = 10.0max distance = 100.0

Falloff

Falloff can be used to control the softness of the occlusion effect.

Without Max Distance, falloff is calculated as an exponential falloff. Values are scene dependent with larger values creating a softer look. Carousel Image SliderincludepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpgmaxNumber3dotsfalsecolumns3infinitefalsesliderHeight190arrowsfalselabelsFilterfalloffgutterSize20titleIntensityanimatefalsecaptionstrue

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falloff = 0.0 (off)falloff = 0.001falloff = 0.01

When combined with Max Distance, falloff is calculated as a normalized power function.

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

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falloff = 0.5falloff = 2.0

Use Albedo

When on, this setting applies the diffuse color to the resulting image. This may be a simple color or pattern attached to the material.


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albedo enabled

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 SliderincludepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpgmaxNumber3dotsfalsecolumns3infinitefalsesliderHeight190arrowsfalselabelsFilternumsamplesgutterSize20titleIntensityanimatefalsecaptionstrue

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num samples = 1num samples = 16