Ambient Occlusion
环境遮挡
Preview 预览Basic 基础Inputs 投入Outputs 产出Context 背景Ambient Occlusion
环境遮挡

Ambient Occlusion calculates a value whose brightness is dependent on the occlusion by surfaces and objects in close proximity. The greater the distance between neighboring surfaces, the brighter the AO calculation will be for a given pixel. Areas that lie in gaps or between objects will on the other hand have darker values applied. The effect is similar to a shadow, however it does not take any lights in the scene into account. The only deciding factor is the distance between the currently calculated point and neighboring surfaces.
环境遮挡计算一个值,其亮度取决于遮挡的表面和物体在接近。相邻表面之间的距离越大,对于给定的像素,AO 计算得到的结果就越明显。另一方面,位于间隙或物体之间的区域将应用较暗的值。效果类似于阴影,但是它没有考虑到场景中的任何灯光。唯一的决定因素是当前计算点与邻近曲面之间的距离。
The sampling direction can also be inverted, whereby. rays will be traced in the opposite direction of the surface normal. This produces a darkening effect in edges and corners, whereas flat or slightly bent surfaces remain light. By inverting via an Invert Color Node, simple Subsurface Scattering effects can also be approximated.
取样方向也可以反转,即。光线会沿着与表面法线方向相反的方向追踪。这会在边缘和角落产生暗化效果,而平坦或稍微弯曲的表面保持光亮。通过倒置的颜色节点,简单的次表面散射效果也可以近似。