ShaderMap Version 3.x
Ambient Occlusion from Displacement
MAP: AMBIENT OCCLUSION (DISPLACEMENT)

Generates an Ambient Occlusion Map using a Displacement Map as an input. Ambient Occlusion represents shadowed areas on an object where white pixels are not at all occluded and black are completely shadowed.

The Material Visualizer multiplies this map by the diffuse texture when rendering default materials.

The preview shown during the rendering of this map in the Map Preview and in the Material Visualizer is a lower quality version of the map and should not be used to guage the final map output. INPUTS:

Displacement Map - A grayscale image representing the height of a surface where white is high and black is low.


PROPERTIES:

Name: Type: Description:
Input Filter List Select the color channel or combination of color channels to use from the input map.
Ray Count Number The number of rays cast at each of the map pixels.
Ray Length Number The length of each ray cast in image space. Larger images may require longer rays.
Ray Spread Number A value ranging from 0.0 to 1.0. At zero the rays are distributed flat in a circle, at 1 they are distributed evenly on a hemisphere. Rays are distributed using a Cosine mapping of the Hammersley Point Set (quasi Monte Carlo sequence).
Ray Spread Number A value ranging from 0.0 to 1.0. At zero the rays are distributed flat in a circle, at 1 they are distributed evenly on a hemisphere. Rays are distributed using a Cosine mapping of the Hammersley Point Set (quasi Monte Carlo sequence).
Preserve Alpha Checkbox If checked the alpha of the input image is passed on to this map.

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