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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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sources | a6bda1f3-7ca0-488d-8849-503da8c58726,94ff3d1f-9e4f-47a7-a846-ac3e20407133,fadd7766-1bc3-4936-96f7-beaca192ace4 |
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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 | dirtcolor |
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gutterSize | 20 |
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title | Intensity |
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animate | false | captions | true |
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|
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 |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
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maxNumber | 2 |
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sources | c3923eca-4cd4-41f9-9537-83cfaee0f2c4,06be3f35-fc72-487d-a8bf-cd3b4755ffed3 |
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dots | false |
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columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
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arrows | false | labelsFilter |
---|
numsamples | gutterSize | 20 |
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title | Intensity |
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animate | false |
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captions | true |
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|
Sample Distribution
Possible values are uniform and cosine (Lambertian).
Carousel Image Slider |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
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maxNumber | 2 |
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sources | 50631e6c-0607-4f1f-9c0c-f6fde35c1bac,cc503160-2db5-40d5-a37e-3dd97eee2dd93 |
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dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false |
---|
labelsFilter | distribution |
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gutterSize | 20 |
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title | Intensity |
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animate | false | captions | true |
---|
|
| 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 commonly used to render ambient occlusion. |
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Carousel Image Slider |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
---|
maxNumber | 3 |
---|
sources | 4599ea23-5496-4378-bcad-5a4089bec2cf,c8cf8192-e20c-4aad-b3fc-bb9015ede560,feec67e3-a929-4859-aa49-a288ec8eb8d1 |
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dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false | labelsFilter | cosinespread |
---|
gutterSize | 20 |
---|
title | Intensity |
---|
animate | false |
---|
captions | true |
---|
|
Falloff
Falloff can be used to control the softness of the occlusion effect.
Carousel Image Slider |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
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maxNumber | 2 |
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sources | cb3a05dd-e2ce-428f-8f7f-8e0f7c330419,9648b63f-dab2-4973-801f-c87c94a5acff3 |
---|
dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false |
---|
labelsFilter | falloff |
---|
gutterSize | 20 |
---|
title | Intensity |
---|
animate | false | captions | true |
---|
|
Max Distance
The max distance at which objects may occlude. Zero is infinite (all objects occlude).
Carousel Image Slider |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
---|
maxNumber | 3 |
---|
sources | 764a0fde-2c62-4dd1-983a-0d59149fce14,61cb012b-857d-4f1b-8e4a-2d79e0302672,4b079742-f544-4adb-9cf5-a6cbd95aee74 |
---|
dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false |
---|
labelsFilter | maxdistance |
---|
gutterSize | 20 |
---|
title | Intensity |
---|
animate | false | captions | true |
---|
|
Direction
Trace rays in the direction of the surface normal (outside), inverse to the normal (inside), or in both directions.
Carousel Image Slider |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
---|
maxNumber | 3 |
---|
sources | 65b6cb2f-0d7b-4708-ad3e-1fa54351160e,6b95da5f-3d43-4626-9acc-f62b03071ff7,05625d4d-932d-4830-b229-0cc77c9a1cd6 |
---|
dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false | labelsFilter | direction |
---|
gutterSize | 20 |
---|
title | Intensity |
---|
animate | false |
---|
captions | true |
---|
|
Bias Direction
Add a directional bias to the normal vector. Values must be specified in world space.
Carousel Image Slider |
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include | pxrDome_intensity05.jpg, pxrDome_intensity10.jpg, pxrDome_intensity20.jpg |
---|
maxNumber | 3 |
---|
sources | 020e216c-925f-43ef-b12c-64db74388f07,a7f969e5-7214-4a28-b500-ad44ec61b278,ff682ab7-b03a-4019-a17e-f9d6562c4ac6 |
---|
dots | false |
---|
columns | 3 |
---|
infinite | false |
---|
sliderHeight | 190 |
---|
arrows | false |
---|
labelsFilter | biasnormal |
---|
gutterSize | 20 |
---|
title | Intensity |
---|
animate | false | captions | true |
---|
|
Bias Co-ordinate System
Name of bias direction co-ordinate system transform such as object, world or camera
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