Cinema 4D Prime Material Manager Material Nodes Individual Assets Generator
Function available in CINEMA 4D Prime, Visualize, Broadcast, Studio & BodyPaint 3D

Ambient Occlusion

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Ambient Occlusion

Ambient Occlusion cannot calculate changes in brightness that orient themselves to the distance between surfaces or objects. In this example, Ambient Occlusion automatically measures the indentations in the surface and makes the material luminous. The typical use for AO is to darken spaces between objects to imply shadowing according to close proximity of surfaces.

Ambient Occlusion calculates the gray scales whose brightness is dependent on the occlusion by surfaces and objects in close proximity. The greater the distance between neighboring surfaces, the brighter the AO calculation will be for a given pixel. Areas that lie in gaps or between objects will on the other hand have a dark AO effect applied to them. The effect is similar to a shadow only that it is calculated according to the illumination of the surface. The only deciding factor is the distance between the currently calculated point and neighboring surfaces.

This calculation can also be inverted, whereby the inner angle of an object will be included in the calculation. At spikes and sharp edges, a darkening will be calculated whereby the surfaces areas will remain brighter. If this dispersion of brightness is, for example, inverted via an Invert Color Node, simple Subsurface Scattering effects can also be simulated.