Ambient Occlusion Shader Maya Software Render
Parameters Occluded color – Specifies the color that will be returned by the texture for occluded areas (areas where a surface's ambient lighting is limited or blocked). A texture map may be used for this parameter. Unoccluded color – Specifies the color that will be returned by the texture for unoccluded areas (areas where a surface is fully exposed to ambient light). A texture map may be used for this parameter.
[Instructor] Ambient occlusion is a shading effectthat detects the distance between nearby surfaces.Ambient occlusion is not neededin a lighting context with Arnold,because the global illumination is brute force.It's calculated on every pixel.There's no need toadd cracks and crevices with ambient occlusionlike you might in a previous work flow.But ambient occlusion.
Radius – Determines the amount of area (in scene units) where the VRayDirt effect is produced. A texture can be used to control the radius. For more information, see the below.
Distribution – Forces the rays to gather closer to the surface normal. This results in the dirt area narrowing closer to the contact edges. For ambient occlusion, set this parameter to 1.0 to get distribution similar to the ambient lighting on a diffuse surface. For more information, see the below. Falloff – Controls the speed of the transition between occluded and unoccluded areas. For more information, see the below.
Subdivs – Controls the number of samples that V-Ray takes to calculate the dirt effect. Lower values render faster but produce a more noisy result. This parameter works independently from the Use Local Subdivs parameter in the DMC Sampler, so changes will affect the scene even if Use local subdivs is disabled.
Low Noise threshold values in the will clean the result further. For more information, see the below. Bias (X,Y,Z) – Biases the normals to the X (Y,Z) axes so that the dirt effect is forced to those directions. Consider that these parameters can also take negative values for inverting the direction of the effect. For more information, see the below.
Ignore For Gi – Determines whether the dirt effect will be taken into consideration for GI calculations or not. For more information, see the below.
Consider Same Object Only – When enabled, the dirt will affect only the objects themselves without including contact surfaces and edges. When disabled, the entire scene geometry participates in the final result. For more information, see the below. Double Sided – When enabled, the rays needed to generate the dirt map will be shot from both sides of the faces (both in the direction of the normals and in the opposite direction). Invert Normal – Changes the direction of tracing the rays. When disabled, the rays are traced outside the surface; when enabled they are traced inside the surface. This allows us to revert the effect with respect to surface normals - e.g.
Instead of crevices, open corners will be shaded with the occluded color. For more information, see the below. Work With Transparency – When enabled, VRayDirt will take into account the opacity of the occluding objects.
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This can be used, for example, if you want to calculate ambient occlusion from opacity-mapped trees etc. When disabled (the default), occluding objects are always assumed to be opaque. Note that working with correct opacity is slower, since in that case VRayDirt must examine and evaluate the material on the occluding objects. Enabling work with transparency will also respect the Invisible attribute of V-Ray lights, causing them to be excluded from the rendering calculations. Ignore Self Occlusion – When enabled, the object will not occlude itself.