Trapcode Tao
The Shader group plays an important role in the appearance of the geometry, and it responds to After Effects lights and cameras.
Each Shader option has an optimal combination of certain Material settings and Blend modes. We suggest those combinations below. Other settings can be used, of course, if a different look is desired.
NOTE:
When Shader is set to Density,
Diffuse Softness,
Specular,
and
Shininess
in the
Material & Lighting
group are disabled, and
Density Affect
and
Normal Affect
in the Rendering group are enabled.

The
Draw
mode decides how to draw the geometry. Draw options create very different looks for the mesh.
There are seven Draw modes:
The Blend pop-up menu determines how overlapping polygons blend together. There are four Blend modes:
The
DepthBuf
pop-up menu sets the depth buffer to On or Off. By default, it is set to On, which means that pixels at a nearer distance get drawn over pixels at a further distance. This usually creates better results when using Ambient Occlusion. Setting this to Off can alleviate issues with overlapping geometry and typically creates better results when Shader is set to Density.

Density Affect
sets how much the fractal displacement affects the density of the material. It is only active when
Shader
is set to
Density
.
Normal Affect
changes the way materials are viewed when seen at an angle. At higher values, the more the material is facing the camera, the more transparent it becomes. This can mimic how a thin material behaves. Adjusting the Amplitude in combination with this control can create an interesting "X-ray" look.
It is only active when Shader is set to Density.
The
Second Pass
pop-up menu allows you to add a wireframe overlay to your geometry.
The wireframe becomes enabled by changing the pop-up menu from Off (default) to Wireframe. This also enables two other parameters (SP Line Size and SP Color) which allow you to customize the wireframe overlay's appearance.
Use
SP Line Size
to change the size of the wireframe lines when the Second Pass wireframe is turned on.
Use
SP Color
to change the color of the Second Pass wireframe. Click the color swatch to open the color picker and select a color, or click the eyedropper to sample a color from your scene.
Ambient Occlusion
(AO) provides non-directional shadowing of inset polygons obscured by the mesh around them. This is useful in adding depth. AO is most obvious in the geometry's creases. All modes except Off take the same amount of time to render. When set to Off, there will be no AO on the mesh, which reduces VRAM usage and increases render speed.
The Ambient Occlusion pop-up menu has five modes:
NOTE: If you plan to enable Depth of Field, you'll need to have Ambient Occlusion set to On.
AO Intensity
controls the strength of AO. Turn up the AO Intensity to add strength to the Ambient Occlusion and darken shaded areas. Keeping the AO Intensity low can prevent banding issues while still adding a dimension of depth, so it should be kept at the smallest acceptable value to reduce artifacts and noise.
Changing
AO Radius
will affect the size of the AO effect. The higher the value, the larger the shadow, which tends to spread out and diffuse the shadow. AO Radius is the one exception under these controls and works best when set at a higher number.
AO Lift
can reduce self-occlusion and other artifacts by “lifting” the AO off the surface. The AO Lift control can also be used to brighten shadows. Lowering AO Lift down to 0 may create self-occlusion, so this control should be kept at 0.2 or higher.
AO Scale
scales the AO calculation. A higher value reduces the AO effect. AO Scale acts as an inversion of AO Intensity, but it's generally not necessary to adjust AO Scale beyond its default setting.