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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 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.

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

Bias

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Direction

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

 

 

Bias Co-ordinate System

Name of bias direction co-ordinate system transform such as object, world or camera

Trace Set

Restrict ray tracing to a subset of objects defined by one or more trace groups