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Using the PxrOcclusion Integrator. Scene courtesy of Christina Faraj, Mike Altman, and Rosie Cole.
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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. |
Reflection | Generate 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. |
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 |
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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 | usealbedo |
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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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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 Slider |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
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maxNumber | 3 |
---|
dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false |
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labelsFilter | numsamples |
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gutterSize | 20 |
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title | Intensity |
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animate | false |
---|
captions | true |
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|
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