Ambient Occlusion

环境遮挡

Basic 基础Cache 缓存

Ambient Occlusion

环境遮挡

Left rendered without, center with Ambient Occlusion. Only light sources are 2 lights with hard shadows. 左渲染没有,中心与环境遮挡。只有光源是2光与硬阴影

Ambient Occlusion (AO) determines the degree to which each visible surface point is exposed and darkens it accordingly. Imagine a scene without a floor that is evenly lit by the sky surrounding it. For each visible area, AO will determine the degree to which it sees the sky (more precisely: the degree to which each visible point within a hemisphere (with adjustable radius) has an unobstructed view of the sky).

环境遮挡(AO)确定每个可见的表面点暴露的程度,并相应地使其变暗。想象一个没有地板的场景,地板被周围的天空均匀地照亮。对于每一个可见区域,AO 将决定它看到天空的程度(更准确地说,是半球内每一个可见点(具有可调半径)有一个不受阻碍的天空视图的程度)。

Corner areas, holes, ridges, etc. (or objects lying close to one another) will see less sky and will be darker by default:

角落区域、洞穴、山脊等(或彼此靠近的物体)看到的天空较少,默认情况下会较暗:

The less sky an area sees, the darker it will be. 一个地区看到的天空越少,它就会变得越暗

AO is conveniently used as a simplified Global Illumination method to quickly create shadowed areas at corresponding locations.

AO 是一种简化的全局光源方法,可以方便地在相应位置快速创建阴影区域。

AO can be defined at 2 locations within Cinema 4D:

AO 可以在C4D院的两个地点定义: