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Ambient occlusion settings for a World datablock.
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float in [0, 1] |
adapt_to_speed Use the speed vector pass to reduce AO samples in fast moving pixels. |
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float in [0, 0.5] |
bias Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered). |
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enum |
blend_mode Defines how AO mixes with material shading. |
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enum |
color Defines the color of the AO light in... |
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float in [0, 1] |
correction Ad-hoc correction for over-occlusion due to the approximation (for Approximate). |
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float in [-inf, inf] |
distance Length of rays, defines how far away other faces give occlusion effect. |
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boolean |
enabled Use Ambient Occlusion to add light based on distance between elements, creating the illusion of omnipresent light |
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float in [-inf, inf] |
energy Amount of enerygy generated by ambient occlusion. |
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float in [0.0001, 10] |
error_tolerance Low values are slower and higher quality (for Approximate). |
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boolean |
falloff Falloff |
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float in [-inf, inf] |
falloff_strength Distance attenuation factor, the higher, the 'shorter' the shadows. |
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enum |
gather_method Gather Method in... |
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int in [0, 32767] |
indirect_bounces Number of indirect diffuse light bounces to use for approximate ambient occlusion. |
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float in [0, inf] |
indirect_energy Use approximate ambient occlusion for indirect diffuse lighting. |
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int in [0, 10] |
passes Number of preprocessing passes to reduce overocclusion (for Approximate). |
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boolean |
pixel_cache Cache AO results in pixels and interpolate over neighbouring pixels for speedup (for Approximate). |
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enum |
sample_method Method for generating shadow samples (for Raytrace). |
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int in [1, 32] |
samples Amount of ray samples. |
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float in [0, 1] |
threshold Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC). |
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adapt_to_speedUse the speed vector pass to reduce AO samples in fast moving pixels. Higher values result in more aggressive sample reduction. Requires Vec pass enabled (for Raytrace Adaptive QMC).
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blend_modeDefines how AO mixes with material shading. in...
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colorDefines the color of the AO light in...
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gather_methodGather Method in...
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sample_methodMethod for generating shadow samples (for Raytrace). in...
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samplesAmount of ray samples. Higher values give smoother results and longer rendering times
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