Color spread – Makes the effect of occlusion stronger and more apparent when using higher values. Ray directionality – Controls the distribution of the rays around the object's normals. Lower values result in uniform ray distribution around the geometry normals. Increasing this value causes the rays to focus on the occluded areas only. Max samples – Controls the number of samples used to calculate AO. Increasing the number of Samples provides a cleaner render (less noise) in a shorter time at the cost of other effects such as GI and anti-aliasing. Lower values render faster but look noisier. Usually, there is no need to change the default value. |
Calculate from – Provides different calculation methods for the AO. Available modes to calculate the AO: Inside – Considers occlusion looking from the inside of the object (back-facing surface). Outside – This mode is enabled by default, and it creates occlusion by looking at the object from its outside (front-facing surface). This is similar to illuminating an object with environmental lighting. Inside + Outside – Calculates both modes at once and merges them. Direction offsets – These values control the axis where the rays are going to be distributed. From left to right, X, Y, and Z axis can be used separately or combined. Include/Exclude – A list of scene objects that can be used to include or exclude specific objects from being considered for AO calculations. Available modes for the include/exclude list: No exclusions – This mode is selected by default and disables the use of the include/exclude list. Use include list – This mode considers only the objects in the list for AO calculation. Use exclude list – This mode excludes only the objects in the list from AO calculation. Only other objects occlude – This mode considers only the... Only the same object occludes – This mode only considers the... Include children – When enabled, it includes nested objects (children objects) from those specified in the above list. |