Table of Contents

Ambient occlusion

Intermediate Artist

Note

As with other depth-aware post effects, enabling ambient occlusion nullifies MSAA (multisample anti-aliasing).

Ambient occlusion darkens areas where light is occluded by opaque objects, such as corners and crevices. You can use it to add subtle realism to scenes.

Properties

Properties

Property Function
Samples The number of pixels sampled to determine how occluded a point is. Higher values reduce noise, but affect performance. Use with Blur count to find a balance between results and performance.
Projection scale Scales the sample radius. In most cases, 1 (no scaling) produces the most accurate result.
Intensity The strength of the darkening effect in occluded areas
Sample bias The angle at which Stride considers an area of geometry an occluder. At high values, only narrow joins and crevices are considered occluders.
Sample radius Use with projection scale to control the radius of the occlusion effect
Blur count The number of times the ambient occlusion image is blurred. Higher numbers reduce noise, but can produce artifacts.
Blur scale The blur radius in pixels
Edge sharpness How much the blur respects the depth differences of occluded areas. Lower numbers create more blur, but might blur unwanted areas (ie beyond occluded areas).
Buffer size The resolution the ambient occlusion is calculated at. The result is upscaled to the game resolution. Larger sizes produce better results but use more memory and affect performance.

See also