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.
Parameter | Description |
---|---|
Enable | Toggle to enable or disable Ambient Occlusion |
Quality | Controls the quality of AO. Lower quality improves performance, higher quality gives finer detail but costs more performance |
Intensity | Controls the overall strength of AO; higher values make AO more pronounced |
Power | Adjusts the contrast of AO shadows; higher values make dark areas darker |
Radius | Controls the spread range of AO, in meters. Larger radius makes occlusion spread farther. Range: 0.1 m – 10 m |
Bias | Prevents self-occlusion artifacts, avoids surfaces darkening themselves. In meters. Range: 0 – 0.5 m |
Bilateral Threshold | Removes noise without blurring object edges. Higher values make AO smoother |
Min Horizon Angle | Ignores small angle occlusion to reduce artifacts |
Radius
Global range, determines how far AO can spread
Bias
Local adjustment, only affects the relation between the pixel itself and its sample points
0.001 – 0.01
).Bilateral Threshold
Min Horizon Angle
0° – 45°
0°
: even tiny gaps are considered occluded.45°
: only more obvious recesses are considered.Demonstration from 0° – 45°
:
Why does AO look too dirty?
Combine with other post-processing
Ambient Occlusion relies on the depth buffer, so it has the following limitations: