In
this mode rays will be shot into the scene in a random
direction (but residing inside the cone with the angle from "Cone
Angle" (see below).
You could also call this the brute-force mode as it can take quite an
amount of samples to get a noise-free image :-D.
Samples:
Defines the number
of rays which will be cast.
Cone Angle:
Maximum angle
between the surface normal and the ray which is
tracing the occlusion (second picture on the right: cone angle marked
in
green).
Ranged
/ Max:
If ranged is
checked, occlusion is only calculated for the range defined by "Max".
If not, occlusion will be calculated in an infinite range (weighted
style will be lost in this mode).
Shift:
A negative value
darkens the occlusion output and a positive one brightens it
respectively.
Clamp
Low / High:
Clamps the value of
each sample
(not just the final output) to the given values. Only useful for
shift-values
not equal to 0.
Offset:
The distance from the surface from which
rays will be cast. Helps to get rid of shading issues, especially with double
sided surfaces.
Sample Depth:
Specifies up to which ray recursion depth this shader
will take samples when shaded by sampled sources (like blurred reflections or even itself,
but only in RayTrace mode. See color settings).
When this limit is exceeded, "Limit Color" from color settings will be returned.
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