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Ton Roosendaal 2a90de0348 Eeshlo AO patch, revised
- Ambient Occlusion is a more sophisticated ambient trick, which takes
  nearby faces into account by firing a hemisphere of shadow-rays
  around. AKA 'dirt shader'.
- Eeshlo made it a Lamp type, which doesn't fit well. I've moved the
  settings to the World menu, and let the Material->ambient value control
  the amount it contributes
- currently, the AO value is added/subtracted/mixed with the 'diffuse'
  factor while shading, before it is multiplied with Material color

Buttons are in new Panel 'Amb Occ" in F8 menu. Note:

- "Dist:" by shortening the length of rays you get subtler effects and it
  renders faster too
- "DistF:" the attennuation factor gives control over how the 'shadow'
  spreads out.

Further it's just raytracing, so tends to be slooooow.... :)
Here same tricks as for other raytraced scenes apply, especially try to
keep the environment as small as possible (exclude faces from Octree by
giving them no Material Traceable).

I still have to think over a couple of aspects, will await feedback on it:
- AO color? Now it just adds 'white'
- other sampling patterns? I tried dithering, which was so-so
- method of controlling final 'samples' in F10? Might be useful for other
  oversampling too (area light) to have it reacting to a percentage or so..
2004-04-05 21:04:13 +00:00
..
2004-04-05 21:04:13 +00:00
2004-01-05 00:06:11 +00:00
2004-02-29 21:40:48 +00:00