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Mask by Occlusion

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Creates a mask based on ray-traced ambient occlusion. Internally uses the vertLab Ambient Occlusion modifier.

Settings

Mix

Mix generated mask with existing one.

  • Blend Mode: Blend mode with existing mask:
    • Disable: Disable blend.
    • Replace: Replace A with B.
    • Multiply: Muliply A by B.
    • Add: Add B to A.
    • Min: Minimum value of A and B.
    • Max: Maximum value of A and B.
    • Screen: Brighten A using the brightness of B.
    • Overlay: Brighten/darken A using values above/below 0.5 on B.
    • Divide: Divide A by B.
    • Subtract: Subract B from A.
  • Opacity: Opacity of blend.

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.
  • Ray Count: Number of rays cast from each point.
  • Ray Length: Maximum distance to check for ray collisions.
  • ConeAngle: Maximum ray angle from the normal. Rays will be distributed evenly in a cone up to this angle.

Blur

Blur result. Can help improve noise on dense meshes.

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

Occlusion Geometry

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

Values

Further adjust mask values.

  • AO Strength: Raises calculated AO by a power.
  • Invert: Invert output mask.
  • Black Point: Black point of mask, increase to spread black values.
  • White point: White point of mask, decrease to spread white values.