![]() Because box A was exactly 1.5 cm from the wall, it remains unoccluded. In the example below, the distance was set to 1.5 cm. In KeyShot, the occlusion procedural texture allows you to define the distance at which geometry becomes occluded. In the example below, blue denotes occlusion. The distance they are from the wall determines whether the box is occluded or unoccluded. Imagine three identical boxes at various distances from a wall. Unlike a shadow, occlusion acts independently of the light source and is non-directional. In KeyShot, occlusion is applied as a procedural texture, allowing you to determine the color of a surface based on how near it is to neighboring geometry. First, let's look at an object with and without occlusion to get a quick comparison. In KeyShot, Occlusion is a texture that can be used to achieve different effects. KeyShot, being a physically-accurate ray trace renderer, doesn’t rely on occlusion to simulate shadows. In KeyShot, occlusion can be thought of as shading determined by nearby geometry, so an occluded surface is one that's near to another surface. Occlusion is not a real-world phenomena, but a simple shading technique used by some 3D applications as an alternative to ray tracing to create the illusion of shadows. In the world of CGI, ambient occlusion is a shading technique used to add depth to a rendering.
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