Ambient Occlusion (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 result in faster renders.
Ghi chú
Cycles Only The Ambient Occlusion node will not produce a valid result on objects that are either a Caustic caster or Caustic receiver while the scene contains a active Caustic caster, Caustic receiver, and Shadow Caustic Light.
Đầu Vào (Inputs)
- Màu Sắc (Color)
Tint for AO output color.
- Khoảng Cách (Distance)
Distance up to which other objects are considered to occlude the shading point.
- Normal (Pháp Tuyến/Bình Thường)
Normal used for ambient occlusion; if nothing is connected the default shading normal is used.
Tính Chất (Properties)
- Lượng Mẫu Vật (Samples)
Number of samples to use for ray-traced ambient occlusion sampling. Keep as low as possible for optimal performance.
- Bên Trong (Inside)
Detect convex rather than concave shapes, by computing occlusion inside mesh.
- Duy Cục Bộ Duy Cyles (Cycles Only)
Only detect occlusion from the object itself, and not others.
Đầu Ra (Outputs)
- Màu Sắc (Color)
Tính hấp thụ quang xạ môi trường với màu nhuốm.
- Tính Hấp Thụ Quang Xạ Môi Trường [THTMT] (AO)
Ambient occlusion factor without color tint.