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6.12. Ambient Occlusion (AO)

 
The AO (Ambient Occlusion) map allows you to estimate the level of brightness from global illumination. For each point on the surface, its approximated illumination is calculated by tracing a large number of randomly directed rays.
 
 
The color value of the ray if it is blocked by the surrounding geometry.
 
The color value of the ray if it is not blocked by anything.
 
Maximum tracing length.
 
Allows you to non-linearly shift the averaging result towards Occluded or Unoccluded.
 
The number of rays in each render pass.
 
The object towards which the rays will be traced.
 
The degree of directionality of the rays. 0 - hemisphere centered at the shading location. 1 - strong orientation towards the object or along the normal to the surface.
 
Trace rays outward from the object towards surface normals.
 
Trace rays into the object in the opposite direction from the normals to the surface.
 
Additional filtering of objects in the scene will not be performed.
 
The object being shaded will not cast a shadow - it is ignored in ray tracing.
 
The object being shaded will cast a shadow - it participates in ray tracing.
 
If not empty, then only objects from this list and, possibly, the object of the current shading will participate in the trace.
 
Objects from this list will be ignored in ray tracing.