Low Noise threshold values in the Image Sampler clean the result further. Lower values render faster but produce a more noisy result. Subdivs – Controls the number of samples that V-Ray takes to calculate the dirt effect. For more information, see the Falloff Parameter example below. For more information, see the Distribution Parameter example below.įalloff – Controls the speed of the transition between occluded and unoccluded areas. For ambient occlusion, set this parameter to 1.0 to get distribution similar to the ambient lighting on a diffuse surface. The effect is that the dirt area is being narrowed closer to the contact edges. You can also use a texture map for this parameter.ĭistribution – Forces the rays to gather closer to the surface normal. Unoccluded color – Specifies the color to be returned by the texture for unoccluded areas. You can also use a texture map for this parameter. Occluded color – Specifies the color to be returned by the texture for occluded areas. For more information, see Radius Parameter example or the Texmap Radius example below. If the texture is black, a radius of 0.0 is used.
![element 3d v2 ambient occlusion on alpha element 3d v2 ambient occlusion on alpha](https://docs.unity3d.com/2017.4/Documentation/uploads/Main/PostProcessing-AmbientOcclusion-0.jpg)
ELEMENT 3D V2 AMBIENT OCCLUSION ON ALPHA FULL
If the texture is white at a given surface point, the full radius value is used. The texture intensity is multiplied by the radius to calculate the final radius at a given surface point. You can also use a texture to control the radius.
![element 3d v2 ambient occlusion on alpha element 3d v2 ambient occlusion on alpha](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@8.1/manual/Images/RayTracedAmbientOcclusion1.png)
Radius – Determines the amount of area (in scene units) where the VRayDirt effect is produced.