Tính Hấp Thụ Quang Xạ Môi Trường
The Ambient Occlusion shader computes how much the hemisphere above the shading point is occluded. This can be used for procedural texturing, for example to add weathering effects to corners only.
For Cycles, this is an expensive shader and can slow down render significantly. If render time is a concern, using Pointiness from the Geometry node or baking Ambient Occlusion will render faster.
Đầu Vào
- Màu Sắc
Tint for AO output color.
- Khoảng cách Duy Cycles (Cycles Only)
Distance up to which other objects are considered to occlude the shading point.
- Pháp tuyến/B.Thg
Normal used for ambient occlusion; if nothing is connected the default shading normal is used.
Tính Chất
- Lượng Mẫu Vật Duy Cycles)
Number of samples to use for ray-traced ambient occlusion sampling. Keep as low as possible for optimal performance.
- Bên Trong Duy Cycles (Cycles Only)
Detect convex rather than concave shapes, by computing occlusion inside mesh.
- Duy Cục Bộ Duy Cycles
Only detect occlusion from the object itself, and not others.
Đầu Ra
- Màu Sắc
Tính Hấp Thụ Quang Xạ Môi Trường.
- THTQXMT
Ambient occlusion factor without color tint.