Lets you enable Ambient Occlusion without having to worry about creating/modifying materials (see also Ambient Occlusion shader). Please note that:
If you define Ambient Occlusion globally, note that objects with materials that have an Ambient Occlusion shader will be calculated twice with regard to Ambient Occlusion. The Ambient Occlusion effect will be amplified for these objects.
See Minimum Ray Length.
See Maximum Ray Length.
This and the following 2 functions have no effect when used in conjunction with AO cache (see Enable Cache).
See Minimum Samples.
See Maximum Samples.
See Use Sky Environment.
See Self Shadowing Only.
See Invert Direction. However, the function defined here is less useful than if applied using a shader. Only simple coloration of exposed regions can be rendered.