Scene > Ambient Occlusion
Saves the current setting.
Loads the ambient occlusion settings from the selected geometry node. Using this method, you can retrieve the settings with which the ambient occlusion is calculated.
Provides a list with the saved settings to select one of them.
Provides a list with the saved settings to delete one of them.
Defines the direct shadow quality of the Ambient Occlusion. Six presets are available:
Preview Quality: 8×8 hemisphere samples (per vertex)
Low Quality: 16×16 hemisphere samples
Medium Quality: 32×32 hemisphere samples
High Quality: 48×48 hemisphere samples
Highest Quality: 64×64 hemisphere samples
Ultra High Quality: 128×128 hemisphere samples
Sets the minimum distance of objects to be taken into account for the Ambient Occlusion calculation. This value defines black areas where full occlusion takes place.
Sets the maximum distance of objects to be taken into account or the Ambient Occlusion calculation. This value defines white areas where no occlusion takes place. This value can also be seen as the maximum expansion of the virtual hemisphere.
This is the default setting. Creates the common Ambient Occlusion shadow texture. This is independent of light direction and takes the mutual occlusion of visible geometry objects into account. Shadows are calculated based on distance. The ambient occlusion is computed in real-time, including during navigation and running animations. Therefore, it supports interactivity but decreases performance.
Deletes the Ambient Occlusion calculation of the whole scene.
Deletes the Ambient Occlusion on the selected geometry. All numeric values represent millimeters as units. Important: the total calculation time depends on the complexity of the scene and of the chosen Shadow Quality Preset.
The Indirect Illumination checkbox enables an extra calculation of indirect light bounces which increases the quality of the final result.
Enables/disables the indirect illumination mode.
Sets the quality of indirection. The higher the values, the better the results.
Preview Quality: 8×8 samples
Low Quality: 16×16 samples
Medium Quality: 24×24 samples
High Quality: 32×32 samples
Highest Quality: 48×48 samples
The number of indirections defines the number of calculated light bounces. The default value is one -so only one light bounce is calculated.
Important: higher values induce better quality but increase the calculation time.
Color bleeding enables the transfer of color between near-by objects, caused by the colored reflection of the indirect illumination option. Color bleeding causes a white wall close to a red wall to appear pink because it receives red light from the red wall.
Overrides the material color of the occlusion.
Deletes the Indirect Illumination on the selected geometry.
Deletes the Indirect Illumination calculation of the whole scene.
Deletes the Indirect Illumination on the selected geometry.
Subdivides the existing polygon mesh into smaller triangles to calculate the ambient occlusion more precisely. Turn this option on to avoid ragged edges on shadow illustrations. This feature is helpful when NURBS data for retessellation is not available but a refined mesh is required. Subdividing generates more complex objects. Use it only when required. Subdivide Geometry (edit menu from context menu of scenegraph) provides more settings to control this process.
Enables/disables the subdivision mode.
Enabling the subdivision checkbox causes geometries to be refined during the Ambient Occlusion calculation process. Extra vertices are inserted into the meshes. It is possible to get smoother results on the geometry. Three presets are available:
Low Quality: subdivide up to two times if the difference in intensities between the vertices of an edge is above the intensity threshold
Medium Quality: subdivide up to two times if the difference in intensities between the vertices of an edge, or the edge midpoint of the triangle edge is above the intensity threshold
High Quality: subdivide up to four times if the difference in intensities between the vertices of an edge or the edge midpoint is above the intensity threshold
Defines the threshold of the subdivision. If the length of an edge between two vertices is below the defined value, it is not subdivided and no added vertices are added.
Sets the threshold of intensity values of two vertices, to force a subdivision of the triangle edge.
Caution: enabling this feature increases calculation time and also increases the polygon count of the scene.
Calculates the ambient occlusion for all visible and selected nodes and their childNodes.
Calculates the ambient occlusion for all missing visible and selected nodes and their childNodes