Ambient Occlusion - Mitsuba

AmbientOcclusion is a simple non-photorealistic rendering technique that simulates the exposure of an object to uniformillumination incident from all direction. It produces approximate shadowing between closeby objects, as well as darkening in corners, creases, and cracks. The scattering models associated with objects in the scene are ignored.


  • Shading Samples : integer
    • Specifies the number of shading samples that should be computed per primary ray (Default: 1)

  • Occlusion Ray Length : float
    • Specifies the world-space length of the ambient occlusion rays that will be cast. (Default: -1, i.e. automatic)

  • 最終更新:2014-05-20 15:24:41