When the unmodified surface normal, will find crevices. If the negated normal is connected, will find exposed edges. @parameters
Samples in a dome around the shaded point. The dirt mask is computed using the percentage of rays that hit a surface.
Samples in a fan around the surface normal, with Sensitivity controlling the ray direction. Lower sensitivity values rotate the rays towards the surface normal.
The mask is computed based on the farthest surface hit by any ray.
In Fan Sampling Mode, this controls the ray direction. Lower sensitivity values rotate the rays towards the surface normal, making it less likely that neighbouring surface points are hit.
The number of samples to take.
The maximum distance to cast rays.
Modulate this using a noise function to create dirty areas of varying size and shape.
A direction in which to bias rays. For example, this can be used to simulate more dirt accumulating on the underside of an object.
The amount to bias rays in the Bias Direction
This can be used to limit the set of objects to cast rays against.
The surface position from which rays are cast.
The surface normal. This can be inverted to mask exposed edges rather than crevices.