- 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..