A traditional ambient occlusion effect can be accomplished by setting the occluded color to black and unoccluded color to white. |

### Parameters

#### Occluded and Unoccluded

Resulting colors for occluded and unoccluded shading.

#### Num Samples

Controls the number of occlusion samples per camera hit point.

#### Sample Distribution

Sample distribution can be uniform or cosine.

#### Cosine Spread

Sample spread of rays for cosine distribution. A value of f 1 gives Lambertian distribution.

#### Falloff

Falloff values greater than zero create a softer look. Values less than zero give a hard edge when combined with max distance.

#### Max Distance

The max distance at which objects may occlude.

#### Direction

Trace rays in the direction of the surface normal (outside), inverse to the normal (inside), or in both directions.

#### Bias Normal

Add a directional bias to the normal vector. Values must be specified in world space.