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Directional Occlusion

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Calculate ray-traced directional occlusion, in other words: A soft directional shadow.

The cone angle effects how sharp or soft the shadow is. You can learn more about the raycasting process here.

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Outputs

  • Point Occlusion: Output occlusion attribute for points (no sharp edges).
  • Face Corner Occlusion: Output occlusion attribute for face corners (allows sharp edges). Domain must be set to "Face Corner".
  • Color: No description provided.

Settings

  • Domain: Calculate occlusion per:
    • Point: Calculate occlusion per point. Cheaper but does not allow for sharp edges.
    • Face Corner: Calculate occlusion on face corners. More expensive but allows for sharp edges. Useful for low poly models
  • Space: Coordinate space of direction vector:
    • Local: Use object space direction
    • Global: Use world space direction

Rays

  • Accumilation: How ray values are accumilated:
    • Average Hit Distance: Uses the average ray hit distance compared with the ray length. Often produces smoother results but values will change with the ray length.
    • Hit Count: Uses ray hit/miss ratio. Can be noisier but values are independent of ray length.
  • Direction: Direction to cast rays.
  • Ray Count: Number of rays cast from each point/corner.
  • Ray Length: Maximum distance to check for ray collisions.
  • ConeAngle: Rays will be distributed evenly in a cone up to this angle. Higher angles will have softer occlusion.

Blur

Blur result. Can help improve noise on dense meshes.

  • Blur Iterations: How many iterations to blur the result.

Occlusion Geometry

Additional geometry to occlude rays.

  • Object: Additional object to act as occluder.
  • Collection: Additional collection of objects to act as occluders.