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Parameters

Num Samples

Controls the number of samples used to calculate curvature per camera hit point. More samples reduces can the noise at the cost of increased render time.

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

Sample Distribution

Possible values are uniform and cosine (Lambertian).

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.
CosineRays are weighted in the normal direction based on Cosine Spread below.

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

Bias

The bias will affect the falloff of the curvature and will always be linear, decreasing with distance.

The closer to 0.0, only points closest to the shading point will contribute.

With the default of 0.5 any points close to Max Distance will contribute less, and points close to the shaded point will contribute more. 

The closer to 1.0, the more all sampled points will contribute. At exactly 1.0 sampled points at all distance will contribute equally.


Falloff

Falloff can 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

Max Distance

The max distance at which objects may occlude. Zero is infinite (all objects occlude).

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

Direction

Trace rays in the direction of the surface normal (outside), inverse to the normal (inside), or in both directions.

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

Bias Normal

Add a directional bias to the normal vector. Values must be specified in world space.

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