NEW IN R21
Ambient OcclusionPreview Basic Inputs Outputs
Ambient Occlusion calculates grayscales whose brightness is dependent on the degree to which a region is covered by a given surface or object near it. The more open a region is, the brighter the Ambient Occlusion calculation will be for a given pixel. Regions that lie in cracks or between objects will have a correspondingly darker Ambient Occlusion calculation. This effect is similar to a shadow effect only that it works independently of a surface’s illumination.
This effect can also be reversed, which will then include an object’s inner angles in the calculation. A darkening effect will then be calculated on peaks and sharp edges and the surface will remain brighter.