Method
Add a screen space ambient occlusion (SSAO) node to the scene, this will produce subtle ambient occlusion shadows, to ground objects to surfaces and to add depth to geometry details.
Example |
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Nodegraph Example |
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Transform
Name |
Description |
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Position X |
Move its position along the x-axis in local space. |
Position Y |
Move its position along the y-axis in local space. |
Position Z |
Move its position along the z-axis in local space. |
Rotation Heading |
Rotate the object about the y-axis. |
Rotation Pitch |
Rotate the object about the x-axis. |
Rotation Bank |
Rotate the object about the z-axis. |
Scale X |
Scale along the x-axis. |
Scale Y |
Scale along the y-axis. |
Scale Z |
Scale along the z-axis. |
Inherit Transform Channels
Toggle which transform channels should be inherited. By default, all are on.
Attributes
Name |
Description |
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Shader |
Ability to over-ride internal shader. See writing custom shaders. |
Blur Size |
Size of the blur from the ambient occlusion. |
Max Ray Distance |
The maximum distance between surfaces that SSAO will be visible. |
Z Bias |
Increasing Z bias will improve the accuracy of grounding objects to other surfaces |
Blend Amount |
Decreasing blend amount will |
Apply Mode |
How the Ambient Occlusion is applied to the scene.
- Lighting * Ambient, Multiply the ambient occlusion lighting values by the colour values of the scene.
- Ambient Only, Multiply the ambient occlusion lighting values by the ambient occlusion in the scene.
- Lighting Only, Multiply the ambient occlusion lighting values by the lighting of the scene.
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Samples |
The number of samples to produce the SSAO. |
Animate Noise |
A simple noise animation on the SSAO |
Inputs
Name |
Description |
Typical Node Input |
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Objects |
Add objects that are affected by the ambient occlusion. |
3D Object. |
Outputs
All nodes connected to this node are treated as if flowing to the parent node, and inherits any transformation changes along the chain.