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

## Occluded and UnoccludedResulting colors for occluded and unoccluded shading. |

## Num SamplesControls the number of occlusion samples per camera hit point. ## Sample DistributionSample distribution can be uniform or cosine. ## Cosine SpreadSample spread of rays for cosine distribution. A value of f 1 gives Lambertian distribution. ## FalloffFalloff values greater than zero create a softer look. Values less than zero give a hard edge when combined with max distance. ## Max DistanceThe max distance at which objects may occlude. ## DirectionTrace rays in the direction of the surface normal (outside), inverse to the normal (inside), or in both directions. ## Bias NormalAdd a directional bias to the normal vector. Values must be specified in world space. |