Ambient Occlusion

Ambient Occlusion (AO) is a rendering technique that enhances scene realism by simulating how objects block ambient light in crevices, recesses, and contact areas, making the scene look more grounded and natural.

Parameters Overview

ParameterDescription
EnableToggle to enable or disable Ambient Occlusion
QualityControls the quality of AO. Lower quality improves performance, higher quality gives finer detail but costs more performance
IntensityControls the overall strength of AO; higher values make AO more pronounced
PowerAdjusts the contrast of AO shadows; higher values make dark areas darker
RadiusControls the spread range of AO, in meters. Larger radius makes occlusion spread farther. Range: 0.1 m – 10 m
BiasPrevents self-occlusion artifacts, avoids surfaces darkening themselves. In meters. Range: 0 – 0.5 m
Bilateral ThresholdRemoves noise without blurring object edges. Higher values make AO smoother
Min Horizon AngleIgnores small angle occlusion to reduce artifacts

Parameter Details

Radius

Global range, determines how far AO can spread

  • Controls the sampling range of AO.
  • Too small → AO only appears in narrow contact areas, looking “stuck to the edge.”
  • Too large → AO spreads into areas that shouldn’t be darkened.

Bias

Local adjustment, only affects the relation between the pixel itself and its sample points

  • Typically a very small positive number (recommended 0.001 – 0.01).
  • Adjusts the starting point of occlusion calculation to prevent a pixel from occluding itself.
  • Too small → surfaces may darken themselves.
  • Too large → valid occlusion may be ignored, making the image too clean.
  • If the image looks too dirty → increase Bias.
  • If occlusion looks too weak → decrease Bias.

Bilateral Threshold

  • Blurs the AO texture to remove noise, but only within the same object surface while preserving edge sharpness.
  • Higher values → AO becomes smoother and softer while keeping edges clear.
  • Lower values → AO may contain noise or banding artifacts.

Min Horizon Angle

  • Range: 0° – 45°
  • Think of it as the “minimum angle required to start calculating occlusion.”
    • Near : even tiny gaps are considered occluded.
    • At 45°: only more obvious recesses are considered.

Demonstration from 0° – 45°:

Using Ambient Occlusion

  1. In the Scene settings, locate Ambient Occlusion.
  2. Click Enable.
  • Effect Comparison
left image
AO Disabled
right image
AO Enabled

Best Practices

  1. Why does AO look too dirty?

    • Don’t set the radius too high.
    • Large radius + high intensity = dirty.
    • Moderate radius + Bilateral Blur = natural.
  2. Combine with other post-processing

    • Use with Bloom and Tonemapping to make AO blend more naturally into the final image.

Limitations

Ambient Occlusion relies on the depth buffer, so it has the following limitations:

  • No support for transparent objects: Transparent materials do not write to the depth buffer, so AO cannot be applied correctly to transparent surfaces.

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