
Attenuation Length of rays defines how far away other faces may be and still have an occlusion effect. You want to use the colors of your sky’s texture. You can get a nearly noiseless image, but at the cost of render time… It is the only option if The Raytrace method gives the more accurate, but also the more noisy results. The Ambient Occlusion panel, Raytrace method. Which is a whitish yellow sunny kind of color on a bright-but-not-harshly-bright day. (world) is black, simulating midnight in the basement during a power outage.Īpplying that color as ambient will actually darken all colors.Ī good outdoor mid-day color is RGB(0.9, 0.9, 0.8) You must have an ambient light color set as you desire. You must have ray tracing enabled as a Render panel option That is why AO still works when you do not have any lights in the scene,Īnd it is why just switching on AO alone is a very bad way of “lighting” a scene. It is not simulating light bouncing around or going through things. The AO process, though, approximates this result Will be darker than surfaces that do not have anything in front of them, because of shadows, Nice because generally in real-world surfaces that are close together (like small cracks) It is got nothing to do with light at all it is purely a rendering trick that tends to look Sees what proportion of that hemisphere is occluded by other geometry, It basically samples a hemisphere around each point on the face, (but generally nice-looking) rendering trick. There is no such thing as AO in the real world AO is a specific not-physically-accurate Illumination shadows by faking darkness perceived in corners and at mesh intersections,Ĭreases, and cracks, where ambient light is occluded, or blocked. Ambient Occlusion is a sophisticated ray-tracing calculation which simulates soft global
