Ambient Occlusion
环境遮挡
Basic 基础Cache 缓存Ambient Occlusion
环境遮挡

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:

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:
- In the Render Settings menu ( 在“渲染设置”菜单(Effect 效果 button) for the entire Project. AO can also be output as a Multi-Pass channel. 按钮) ,方便整个计划进行。AO 也可以作为多通道输出
- As a Channel shader (material settings: Texture) in the Effect menu. The shader should be used in the Diffuse channel. Other material channels are also suited for special effects (e.g., for applying dirt textures in corners). 作为效果菜单中的通道着色器(材质设置: 纹理)。着色器应该用在漫射通道中。其他材质通道也适用于特殊效果(例如,在角落上应用灰尘纹理)