Ambient Occlusion describes the shadowing and self-shadowing of objects. VRED uses precalculated ambient occlusion tosimulate shadows. Calculating it creates shadeows in gaps in a model, greatly improving the realism of the render.
For more information on the Ambient Occlusion, see the following:
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The Bake Light and Shadows module is used for calculating ambient occlusion and Visualization > Ambient Occlusion Rendering is used for checking it.
With the geometry selected in the Scenegraph, select Scene > Bake Light and Shadows.
In the Direct Illumination section, click Ambient Occlusion and set the quality. The higher the quality, the more samples calculated.
Set the minimum and maximum distance to define the area in which the ambient occlusion is calculated.
Try a distance between 1 and 3000 mm.
Click Calculate All to start the calculations. OpenGL immediately shows the calculated shadows.
Ambient occlusion in VRED is based on vertices, so the quality of the shadows depends on the density of the geometry. Use the subdivision settings to improve model density, adding subdivisions where necessary. Also, don't forget to turn off your environment geometry (Dome), so it is not included in the ambient occlusion calculations.
Ambient occlusion can be calculated for a selected group of nodes.
When calculating ambient occlusion and using a shadow plane on the ground, do the following before clicking Calculate All.
From the menu bar, use Visualization > Ambient Occlusion Rendering to check your results. Ensure the top node of the vehicle is selected and Wireframe is disabled. VRED automatically takes care of glass, so objects covered by glass are correctly calculated.