Ambient Occlusion is a common operation where areas that are self-occluded become darker. Traditionally, this is done as a rendering step, but we have added this node to do it at the geometry level. This is very handy for doing several biased operations, like choosing the cost for a shortest path algorithm, biasing less poly reduction on occluded areas, or increasing scatter density.
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For more information on SideFX Labs and how to get the tool visit: https://www.sidefx.com/products/sidefx-labs/
HIP File: https://github.com/sideeffects/SideFXLabsExamples/tree/main/artstation/calculate_occlusion/calculate_occlusion.hip
Ghibli/Anime Style Rocks Smart Material by Stylized Station: https://sketchfab.com/3d-models/ghiblianime-style-rocks-smart-material-7cd29c1e388f4f17b95465e00e89fa17
Dragon Age - Qunari by mjthehunter: https://sketchfab.com/3d-models/dragon-age-qunari-82bd872b4941493dbdd054723e4eccbd
Epikur Sculpture Fotoscan by Timvias: https://sketchfab.com/3d-models/dragon-age-qunari-82bd872b4941493dbdd054723e4eccbd
This post is prepared by: https://www.artstation.com/mohamad_salame1
Captured in Unreal Engine.
Apart from vertex color and texture baking, the ambient occlusion attribute calculated from this node can also be used to drive scattering, poly reduction, and many other geometry processes.