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PI-VR - VRED Professional 4.2 - PI-VR GmbH

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<strong>VR</strong>ED Documentation<br />

You are here: Modules > Appearance Tab > Ambient Occlusion<br />

Ambient Occlusion<br />

New features in <strong>VR</strong>ED<br />

<strong>Professional</strong> <strong>4.2</strong><br />

Getting started<br />

Using <strong>VR</strong>ED <strong>Professional</strong><br />

Menus and icons tab<br />

Scenegraph<br />

Modules<br />

Terminal<br />

Material Editor<br />

Variants<br />

Clip Maker<br />

Analyzer Tab<br />

Animation Tab<br />

Appearance Tab<br />

Ambient Occlusion<br />

Geometry Editor<br />

Light Editor<br />

Info Tab<br />

Rendering Tab<br />

Tracking Tab<br />

Variants Tab<br />

Search<br />

Send Question<br />

In <strong>VR</strong>ED the Ambient Occlusion Calculation is a<br />

preprocess and takes place during the data<br />

preparation. The calculated Ambient Occlusion results<br />

will be baked on the geometries vertices. The<br />

smoothness of the Ambient Occlusion depends on the<br />

level of detail of a geometry. Therefore <strong>VR</strong>ED offers<br />

several ways to increase the quality on low level<br />

geometries, like subdividing triangles and predefined<br />

quality presets.<br />

Ambient Occlusion is a sophisticated calculation method which simulates soft global illumination by faking<br />

darkness perceived in corners and at mesh intersections, creases, and cracks, where light is diffused<br />

(usually) by accumulated dirt and dust. This has the effect of darkening cracks, corners and points of<br />

contact.<br />

Ambient Occlusion is a specific not-physically-accurate rendering trick. It basically samples a hemisphere<br />

around each point on the face, sees what proportion of that hemisphere is occluded by other geometry, and<br />

shades the pixel accordingly. Its got nothing to do with light at all, its purely a rendering trick that tends<br />

to look nice because generally in real life surfaces that are close together (like small cracks) will be darker<br />

than surfaces that dont have anything in front of them, because of shadows, dirt, etc. The Ambient<br />

Occlusion process though is approximating this result, its not simulating light bouncing around or going<br />

through things. Thats why Ambient Occlusion still works when no lights are in the scene.<br />

Important: Only selected Objects will be calculated. All other visible Objects in the scene are taken into<br />

account.<br />

Presets: Loads and saves Ambient Occlusion presets. Additional presets can be added or removed<br />

Global Illumination<br />

Shadow Quality: Defines the direct shadow quality of the Ambient Occlusion.<br />

5 Presets are Available:<br />

- Preview Quality<br />

- Low Quality<br />

- Medium Quality<br />

- High Quality<br />

- Highest Quality<br />

- Ultra High Quality<br />

Min Distance: Sets the minimum distance where objects will be taken into account for the<br />

Ambient Occlusion calculation. This value defines total black areas where full occlusion takes<br />

place.<br />

Max Distance: Sets the maximum distance where objects will be taken into account or the<br />

Ambient Occlusion calculation. This value defines total white areas where no occlusion takes<br />

place.<br />

This value can also be seen as the maximum expansion of the virtual hemisphere.<br />

All numeric values represent mm as units.<br />

Important: The total calculation time depends on the complexity of the Scene and of the<br />

chosen Shadow Quality Preset.<br />

Indirect Illumination<br />

The Indirect Illumination checkbox enables an additional Calculation of indirect<br />

light bounces which increases the quality of the final result.

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