This class implements the Ambient occlusion effect, which shades areas of 3D geometry based on their proximity to other 3D geometry.
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This class implements the Ambient occlusion effect, which shades areas of 3D geometry based on their proximity to other 3D geometry.
This mimics a behavior of the real world where light gets trapped in tight areas. Typical examples are the corners of a room, which are slightly darker than the rest of the room as the light is trapped in the corners. Left: ambient occlusion disabled, Right: ambient occlusion enabled
Ambient Occlusion is recommended for cases in which 3D datasets with simple colors, such as 3D CAD & BIM models, are visualized. For these types of datasets, Ambient Occlusion can help give the dataset more depth and make it easier to understand how geometry relates to each other. On top of that, it also improves the visual quality of such datasets, and gives an overall better impression. Note that Ambient Occlusion is only applied in 3D views. You cannot create an AmbientOcclusionEffect. Instead, you can retrieve it from luciad::GraphicsEffects::getAmbientOcclusion. 2022.1
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- C# documentation translation is incomplete. You can find more information in the C++ documentation for luciad::AmbientOcclusionEffect.