computeAmbientOcclusion(quality,
minDistance,
maxDistance,
indirectIllumination,
colorBleeding,
gatherQuality,
numIndirections,
subdivide,
minEdgeLength,
overrideMaterialColor,
materialColorR,
materialColorG,
materialColorB,
subdivisionQuality,
intensityThreshold,
weighting)
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Calculates ambient occlusion and indirect illumination including color
bleeding. There are four valid sets of parameters:
computeAmbientOcclusion(quality, minDistance, maxDistance,
indirectIllumination, colorBleeding, gatherQuality, numIndirections,
subdivide, minEdgeLength)
computeAmbientOcclusion(quality, minDistance, maxDistance,
indirectIllumination, colorBleeding, gatherQuality, numIndirections,
subdivide, minEdgeLength, overrideMaterialColor, materialColorR,
materialColorG, materialColorB)
computeAmbientOcclusion(quality, minDistance, maxDistance,
indirectIllumination, colorBleeding, gatherQuality, numIndirections,
subdivide, minEdgeLength, overrideMaterialColor, materialColorR,
materialColorG, materialColorB, subdivisionQuality,
intensityThreshold)
computeAmbientOcclusion(quality, minDistance, maxDistance,
indirectIllumination, colorBleeding, gatherQuality, numIndirections,
subdivide, minEdgeLength, overrideMaterialColor, materialColorR,
materialColorG, materialColorB, subdivisionQuality, intensityThreshold,
weighting)
- Parameters:
quality (unsigned integer) - The quality level (value from 0 to 5) for the ambient occlusion
calculation.
minDistance (float) - The minimum distance a ray searches for intersections.
maxDistance (float) - The maximum distance a ray searches for intersections.
indirectIllumination (bool) - Turns indirect illumination on or off.
colorBleeding (bool) - Turns color bleeding on or off.
gatherQuality (unsigned integer) - The quality level (value from 0 to 4) for the indirect
illumination gathering passes.
numIndirections (unsigned integer) - The number of bounces (gathering passes) for the indirect
illumination.
subdivide (bool) - Turns geometry subdivision on or off.
minEdgeLength (float) - Sets the minimum length an edge may have after subdivision.
overrideMaterialColor (bool) - Turns material color override on or off (Optional).
materialColorR (float) - Red component of the material override color (Optional).
materialColorG (float) - Green component of the material override color (Optional).
materialColorB (float) - Blue component of the material override color (Optional).
subdivisionQuality (int) - The quality level (value from 0 to 2) for the subdivision of the
geometry (Optional).
intensityThreshold (float) - Sets the intensity threshold for a subdivision (Optional).
weighting (int) - Sets how the ambient occlusion samples in the hemisphere above
the calculation point are weighted.
VR_AO_WEIGHTING_UNIFORM: All ambient occlusion samples have
the same weight.
VR_AO_WEIGHTING_COSINE: Ambient occlusion samples in the
direction of the surface normal have moreinfluence on the result.
This can improve the contrast of the occlusion (Optional).
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