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Carousel Image Slider
captions
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sliderHeight190
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labelsFilterdirtcolor
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animatefalsetrue

Num Samples

Controls the number of occlusion samples per camera hit point. More samples reduces can the noise at the cost of increased render time.

Carousel Image Slider
labelsFilter
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numsamplesgutterSize20
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captionstrue

Sample Distribution

Possible values are uniform and cosine (Lambertian).

Carousel Image Slider
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maxNumber2
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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.

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

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
maxNumber2
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columns3
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sliderHeight190
arrowsfalse
labelsFilterfalloff
gutterSize20
titleIntensity
animatefalsecaptionstrue

Max Distance

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

Carousel Image Slider
captions
includepxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg
maxNumber3
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sliderHeight190
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labelsFiltermaxdistance
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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
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sliderHeight190
arrowsfalselabelsFilterdirection
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titleIntensity
animatefalse
captionstrue

Bias 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
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arrowsfalse
labelsFilterbiasnormal
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animatefalsecaptionstrue

Bias Co-ordinate System

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

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