# 世界设置¶

## 环境光遮蔽¶

Ambient occlusion is a lighting method based on how much a point on a surface is occluded by nearby surfaces. It simulates soft global illumination shadows by faking darkness perceived in corners and at mesh intersections, creases, and cracks, where ambient light is occluded, or blocked. This is a trick that is not physically accurate, but it is useful to emphasize the shapes of surfaces, or as a cheap way to get an effect that looks a bit like indirect lighting.

AO照明方式仅适用于漫反射类BSDF、光泽或透射类BSDF将不受影响。表明的透明度将会一并计算，例如，一个透明度减半的表面，其遮蔽效果强度将会相应减半。

An alternative method of using Ambient Occlusion on a per-shader basis is to use the Ambient Occlusion shader.

## 雾场通道¶

Note

The mist pass must be enabled in the View Layer tab of the Properties Editor before the settings below are available in the World tab.

The distance from the camera at which the mist starts to fade in.

The distance from Start of the mist, that it fades in over. Objects further from the camera than Start + Depth are completely hidden by the mist.

The curve function that controls the rate of change of the mist's strength further and further into the distance.

Tip

Mist example (blend-file).

## 设置¶

### 曲面¶

 多重重要性采样关闭。¶ 多重重要性采样开启。¶