Contents
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.
Sample Distribution
Possible values are uniform and cosine (Lambertian).
Description | |
---|---|
Uniform | Rays are not weighted in any particular direction in the hemisphere above the shading point. |
Cosine | Rays 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.
Bias
The bias will affect the falloff of the curvature and will always be linear, decreasing with the distance from the shaded point to the sampled point. Bias can be used to take further samples into account more or less while nearby points have more weight.
- 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 distances will contribute equally.
Max Distance
The max distance at which objects may occlude. Zero is infinite (all objects occlude), this may not be desirable in enclosed or interior spaces.
Output Type
Set to "Concave", only concave curvature will be output. Set to "Convex", only convex curvature will be output. "Both" will show both convex and concave curvature.
Trace Set
Assigning a trace set will mean curvature will only be tested against objects within that trace set.