Ambient Occlusion

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Shaderlight Ambient Occlusion can be controlled locally using the Art Professional Material (see Advanced Parameters), or globally through the exporter options. The global ambient occlusion is turned on by setting a samples value greater than 0. If a material has ambient occlusion set, then the material's values will take precedence for that material only. Adjusting the Ambient Occlusion Factor is interactive.

 

ExporterOptionsAO

 

Samples – Ambient Occlusion sends out a number of occlusion sample rays from each primary ray sample in the scene to determine the proximity of other objects. The more occlusion samples that are sent out, the more accurate the occlusion shadowing becomes. A typical range would be between 32 to 128 samples. Using low samples values uses less memory and results in more noise in the occlusion shadow.
Max Distance – Controls the maximum physical distance that an object can occlude another. If an object is further away than this distance from the point being considered it will not have any shadowing effect on that point. Setting a value for max distance will speed up the render and let you control the appearance of occlusion based on the objects in your scene.
Factor – Controls the intensity of ambient occlusion shadows. A value of 1 makes the maximum shadowing black. A value of 0 will remove all occlusion shadows. This value can be changed interactively as a MELT change.

 

 

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