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 distance.
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 distance will contribute equally.
Falloff
Falloff can be used to control the softness of the occlusion effect.
Max Distance
The max distance at which objects may occlude. Zero is infinite (all objects occlude).
Direction
Trace rays in the direction of the surface normal (outside), inverse to the normal (inside), or in both directions.
Bias Normal
Add a directional bias to the normal vector. Values must be specified in world space.