Ambient
Occlusion Shader
环境遮挡着色器
Basic 基础Shader 着色器Ambient Occlusion Shader
环境遮挡着色器
Ambient Occlusion can be found in two locations within the application:
环境遮挡可以在应用程序中的两个位置找到:
Ambient Occlusion (AO) offers, within certain limits, a fast alternative to GI.
环境遮挡(AO)提供,在一定限度内,一个快速的替代胃肠道。
Ambient Occlusion determines to what degree each individual surface point is exposed and colors it accordingly. Let’s say your scene contains no floor and is surrounded on all sides by a sky. The AO shader will determine to what extent each visible area sees the sky.
环境遮挡决定了每个表面点暴露的程度,并相应地调整它的颜色。假设你的场景没有地板,四周都是天空。AO 着色器将决定每个可见区域看到天空的程度。
Corner areas, holes, and areas between objects placed very close to each other will see less of the sky and will therefore be darkened in accordance with the AO settings.
角落区域、洞穴和物体之间的区域放置得非常靠近对方会看到较少的天空,因此会根据 AO 设置变暗。
If you now place the AO shader in the Diffusion material channel, these affected areas will be darkened, as with GI, but will render in a fraction of the time.
如果你现在把 AO 着色器放在扩散材质通道中,这些受影响的区域会变暗,就像 GI 一样,但是渲染时间只有一小部分。
At the top right of the image above you can see the result of such AO renderings. The result is much more vivid and realistic, as is the case without AO.
在上面图像的右上角,你可以看到这样的 AO 渲染的结果。结果是更加生动和现实的,就像没有 AO 的情况。
The AO Multi-Pass is shown at the bottom right of the image above. You can see exactly where the darkened areas were rendered.
AO 多通道显示在上图的右下角。你可以清楚地看到黑暗区域的渲染位置。
The AO shader can also be used in the Environment material channel (see below: Use Sky Environment).
AO 着色器也可以在环境材质通道中使用(见下文: 使用天空环境)。