How to ”Ambient Occlusion” Rendering help please.

Started by kwkm, May 08, 2007, 09:27:16 AM

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MooseDog

i'm far from an experienced boffin 'round here ;D, so i'll ask:

out of the multitude of functions and shader options, is there a node that shoots rays from any given point on your surface in order to determine what's occluded?  could such a tree be constructed from all those options?  i ask because a shading algorithm works faster typically than lighting, which is not available atm anyway :).

quoted from a wiki (as i suspect my description is vague to incoherent!) :

"Ambient Occlusion is calculated by casting rays from each visible point, and by counting how many of them actually reach the sky, and how many, on the other hand, are obstructed by objects.

The amount of light on the point is then proportional to the number of rays which have 'escaped' and have reached the sky. This is done by firing a hemisphere of shadow-rays around. If a ray hits another face (it is occluded) then that ray is considered 'shadow', otherwise it is considered 'light'. The ratio between 'shadow' and 'light' rays defines how bright a given pixel is. "