Ambient Occlusion (SSAO)
Image Processing/Filters/Ambient Occlusion (SSAO)
Generates a Screen Space Ambient Occlusion
The Ambient Occlusion (SSAO) box generates Ambient Occlusion using a Screen Space 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.
The Ambient Occlusion is an optimized way to create shadows in real time. For more information, see the Ambient Occlusion Wikipedia page and the Screen space ambient occlusion Wikipedia page
For advanced documentation about ambient occlusion, see the NVIDIA documentation about High-Quality Ambient Occlusion.
|Camera||Camera||Receives the Camera to calculate the ambient occlusion. The Ambient Occlusion (SSAO) 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.|
|Texture||2D Render Target||Outputs the process result.|
|Reject Radius||Float||Sets the maximal distance between a pixel and the geometry calculated in the ambient occlusion.|
|Accept Radius||Float||Sets the minimal distance between a pixel and the geometry calculated in the ambient occlusion.|
|Intensity||Float||Sets the intensity of the ambient occlusion.|
|Normal Scale||Float||Sets the scale for the inputted normals.|
|Accept Angle||Float||Sets the accepted angle between a pixel and a geometry to be calculated in the ambient occlusion.|
|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||String||Changes 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.|
|Resolution Mode||String||Allows the box to change the resolution of the outputted texture. 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.|
Current documentation version: 2.1.1.