NEW IN R18
Enhanced OpenGL tab (tessellation, SSAO, reflectance and more can be displayed in the Viewport.>
Here you will basically find the same visible effects that can be found in the Viewport’s Enhanced OpenGL in the Options menu. The options of the same name correspond with each other and can be defined in either location.
SSAO (Screen Space Ambient Occlusion) is a quick approximation of Ambient Occlusion, which is rendered using the graphics card and is visible directly in the Viewport. Since simplified, fast algorithms are used, the result is not identical to the final rendered result.
SSAO is therefore only good for preview purposes in the Viewport and can always be used if you require a higher degree of shading detail in the Viewport. This can be very useful for modeling because it offers a much better preview of the geometry’s topology.
Note that for technical reasons the world grid, world axis and the lines of other non-renderable elements that are shown in the Viewport will be seen as ,geometry’ by SSAO. These should be hidden in the Viewport (Filter menu), if necessary. Furthermore, ,paradoxical’ effects may occur: SSAO darkening can occur on a Floor object at the outer edges of the Viewport.
Enables or disables SSAO for the view.
This setting is a measure for the expanse of the occlusion, i.e., the darkening at inner corners, edges and holes. The smaller the value, the tighter the darkening will hug the respective edge. Larger values will cause the darkening effect to expand correspondingly from the edges until it vanishes at some point.
Simply stated, SSAO works by reading out the depth information of the underlying geometry within a certain radius around a pixel. If differences are ascertained, an occlusion will be assumed and darkening will take place. This is a very simplified approximation to real Ambient Occlusion and will produce false occlusion for very large Depth Range values:
Depth Range is a measure of the depth to which a difference in depth should be darkened. This can be seen in the image above in which an occlusion was calculated in the marked areas on the left, even though the structure is not touching the surface below it. The Depth Range at this location is so great that the distance between the surface and the structure’s edge lies within this value. On the right, with the smaller Depth Range value, the value is less than the distance between the two objects.
If very large values are defined, an occlusion will always be rendered where one object occludes another with its edges.
Defines the occlusion’s contrast.
This setting defines the quality of the calculated occlusion. Small values will be calculated faster and provide correspondingly poor quality; larger values will provide correspondingly better results (less grainy and more homogenous) but will also take longer to calculate.
If this option is enabled, a double-sided SSAO calculation will be made internally, whereby the second calculation will be made with a reduced Radius, Depth Range and Power. This will emphasize finer details in particular. This option can be disabled if you already have a very small Radius value (larger values will lead to a more wide-spread darkening with correspondingly less detail).
If enabled, render time will be extended but the otherwise somewhat grainy Ambient Occlusion will be smoothed.