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Ambient Occlusion is a common operation where areas that are self occluded become darker. Traditionally this is done as a rendering step, but we've added this node to do it at the geometry level.
Object To Recieve Occlusion
First Input, object to operate on.
Optional Occlusion Object
Additional Input that contributes to the occlusion calculation, but is not added to the geometry. Like an invisible shadow caster
Number of Rays
How many samples to generate. Higher number means higher quality at the cost of speed.
Shifts the value fo the output, similar to an intensity sliders, but values closer to 0 means a stronger AO
Maximum Ray Distance
Stop the AO Ray from going beyond this distance. Useful for removing artifacts of AO happening because of a far away object.
How wide is the sampling, smaller numbers means tighter falloffs.
Output Occlusion as Color ( Cd )
Toggle for the Occlusion to be written to the Cd (color) channel on Points.
If the above value is off, this is the override name for the output attribute.
This curve lets you do basic levels operations on the AO to fine tune the results without needing to rerun the expensive AO calculations.
Lets you choose the different blurring methods
This parameter determines how points see their neighbors
Number of times the input geometry is blurred
Size of each blurring iteration.