AmbientOcclusion
This shader node calculates ambient occlusion for 3D scenes rendered into 2D using the RayRender node. AmbientOcclusion is not supported by ScanlineRender or PrmanRender.
See also RayRender.
Inputs and Controls
Connection Type |
Connection Name |
Function |
---|---|---|
Input |
unnamed |
Either: • The 2D image you’re using for the surface texture, or • Another shader node, such as Diffuse, Specular, or Emission. Adding several shader nodes one after the other allows you to produce more complex effects. |
Control (UI) |
Knob (Scripting) |
Default Value |
Function |
---|---|---|---|
samples |
samples |
10 |
Controls the number of rays used to detect if an object is occluded. Increasing the number of samples reduces noise and produces a better quality result, but increases render times. |
spread |
spread |
1 |
Controls the angular spread around the normal in the range 0-1, where 1 is equal to 90° (the full hemisphere). |
falloff |
falloff |
0 |
Sets the exponential falloff rate for the occlusion along the ray distance. |
near clip |
near |
0 |
Controls the minimum (near) and maximum (far) occlusion distances sampled when calculating ambient occlusion. |
far clip |
far |
10 |