Ambient Occlusion (HBAO)

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Image Processing/Filters/Ambient Occlusion (HBAO)

Generates a Horizon Based Ambient Occlusion ​

Description

The Ambient Occlusion box (HBAO) generates Ambient Occlusion using a Horizon Based approach.

This post-process is generally applied after the Scene Renderer box because the ambient occlusion is specific to a 3D scene. The parameters need to be adjusted on a case-by-case basis.

Ambient Occlusion adds additional and smooth shadowing details to a 3D scene regardless of current lighting.

For more information, see the Ambient Occlusion Wikipedia page.

For advanced documentation about ambient occlusion, see the NVIDIA documentation about High-Quality Ambient Occlusion .

Inputs

Camera Camera Receives the Camera information to calculate the ambient occlusion. The Ambient Occlusion (HBAO) and the Scene Renderer generating the depth buffer must use the same Camera.
Depth 2D Texture Receives the depth buffer texture.
Normals 2D Texture Receives the texture that stores the normals to calculate the ambient occlusion.

Outputs

Texture 2D Render Target Outputs the process result.

Parameters

General

Ambient Occlusion Radius Float Sets the radius of the ambient occlusion.
Radius Multiplier Float Multiplies with the Ambient Occlusion Radius
Angle Bias Float Sets the minimal edge angle between geometry calculated as an occlusion.
Number Of Directions Int Sets the amount of direction sampled for each pixel. This parameter is highly influencing the frame rate.
Number Of Steps Int Sets the number of steps made for each pixel in each direction to calculate the occlusion. This parameter is highly influencing the frame rate.
Attenuation Float Sets the attenuation of the occlusion based on the non-linear distance between pixel and occlusion.
Contrast Float Sets the contrast of the ambient occlusion.
Quality String Sets the level of quality of the rendered ambient occlusion.

External

Use Input Size Toggle Uses the resolution of the inputted depth.
Enable Input Pin: Normals Toggle Enables the Input Pin Normals and uses normals in the render of the ambient occlusion. Using normals gives better performances.

Format

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Channel Settings

Format String Sets the format of the outputted texture. RGBA 8 bits is the common format. RGBA 16 bits allows negative vector calculation and is mostly used for simulation. RGBA 32 bits allows high precision but may negatively affect the FPS and the Grayscale has only the Red component.
Format Components String Sets the Components used for the outputted texture.
Format Component Bit Depth String Sets the Bit Depth of the outputted texture. 8 bits is the common format, 16 bits allow negative vector calculation and is mostly used for simulation, 32 bits allow high precision but may negatively affect the FPS.
Format Component Type String Sets the pixels value type depending on the Bit Depth.

Canvas Settings

Resolution Mode String Sets the Resolution Mode. Canvas uses the project configuration settings, Custom uses local setting resolution not shared with other box and Project Aspect Ratio uses the project aspect ratio and proportionally scales the height and width. The parameter chooses the reference Canvas setting the resolution of the outputted texture.
Canvas 2D ResolutionRef Chooses the reference Canvas and sets the resolution of the outputted texture.
Maximum Resolution Int Sets the maximal resolution of the X-axis and calculates the resolution of the Y-axis based on the aspect ratio of the Content Canvas.
Lock Aspect Ratio Toggle Locks the Aspect Ratio for Custom resolution.
Aspect Ratio 2D ResolutionRef Chooses the reference Canvas for the aspect ratio.
Size XY Int2 Sets the size in pixels of the outputted texture.

See Also

Boxes related

Camera, Depth Buffer, Scene Renderer, Ambient Occlusion (SSAO), Antialiasing (SSAA), Multiply, ​​

Version Information

Current documentation version: 2.1.1. ​ ​