The ilrOccSampler material performs occlusion sampling.
The type of occlusion. It can be set to either Ambient Occlusion or Reflective Occlusion.
The sampler outputs the bent normal (if Bend Normals is enabled) in the Color channel and the occlusion value in the alpha channel.
The sampler outputs the normal in the color channel and the occlusion value in the alpha channel.
The sampler outputs the occlusion value multiplied with the environment map in the color channel. If Reflective Occlusion is used, the reflection direction is used instead of the surface normal as the Vector.
If Tangent Space is selected, enabling Use Face Tangents tells Turtle to calculate face tangents instead of using the interpolated vertex tangents.
The sampler interpolates between the two colors according to the occlusion value.
The bump channel on the occlusion sampler.
The environment map channel.
The minimum amount of rays that will be sent by the sampler.
The maximum amount of rays that will be sent by the sampler.
Decides how much of the hemisphere that is to be sampled. 180 degrees covers the entire hemisphere.
Sets the max occlusion distance. Beyond this distance there is full visibility. Hence it also controls the maximum distance an occlusion ray is traced. If set to 0.0 the value is calculated according to the size of the scene. For closed scenes this value needs to be set according to some fraction of the scene size, otherwise there will be full occlusion everywhere.
Can be used to adjust the contrast for ambient occlusion. Increasing this value will make dark surfaces darker and bright surfaces brighter.
A scaling of the occlusion values which can be used to increase or decrease the shadowing effect. By increasing this value you will boost the shadowing effect.
Sets how to handle self occlusion, i.e occlusion rays intersecting the same object as they are emitted from.
Objects does not cast occlusion on itself.
Hits on the same objects are treated as misses, i.e the ray is terminated and the environment is set.
Sets whether uniform sampling should be used. If disabled cosine weighted sampling is used, where more rays are concentrated near the normal of the surface. If uniform sampling is used all surfaces around the shading point gives an equal amount of occlusion. If cosine weighted sampling is used, surfaces in front of the shading point gives more occlusion than surfaces to the side.
If enabled, the sampler will consider the transparency of the surface hit by the occlusion ray and continue if it is transparent.
Objects occludes themselves normally. This is the default method.
If enabled, Turtle will calculate the most unoccluded direction. Bend Normals does not work with Adaptive Sampling.
If adaptive sampling is enabled, the occlusion sampler will not sample every point. Instead it will interpolate neighboring points much like final gather.
Controls number of samples created. Increase to force more samples and get higher quality.
Radius of smoothing filter.
Enables Turtle to save occlusion samples to file and reuse them in subsequent renders.
Name of file to save samples to.