This is a simple and useful pattern for creating edge effects and curvature based results like wear on edges and objects in contact with other surfaces.
Controls the number of samples used to calculate curvature. More samples can reduce the noise at the cost of increased render time.
Samples travel a certain distance before being terminated. Lower values tend to generate sharper changes while larger ones spread out the effect and may lose details. Other objects may occlude as your distance becomes higher. Interiors are the most obvious way to see this effect. 0.0 means "infinite", or essentially your scene extent.
You may use Trace Sets to include other objects from the rays being traced. Helpful when you need a large Max Distance but don't want other objects occluding the result. Note this is not an exclusion, it's inclusion of the specified set.
Possible values are, in order, uniform and cosine (Lambertian).
Description | |
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Uniform | Rays are not weighted in any particular direction. |
Cosine | Rays are weighted in the normal direction based on Cosine Spread parameter below. |
Sample spread of rays when using cosine distribution. A value of 1.0 gives a perfect Lambertian distribution. Lower values shrink or "tighten" the effect along curves while larger amounts spread out the effect.
The bias will affect the falloff of the curvature and will be linear, decreasing with the distance from the shaded point. Bias can be used to take further samples into account more or less while nearby points have more weight.
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.