Ambient Occlusion Material(s) for RS3D V5.1 or later To load the materials, go to file->load and uncheck 'replace' just to be sure nothing's overwritten. The file includes six materials, four custom channels, a render setting and a bunch of post effect stuff. The shaders that don't have the _blurred prefix don't use blur, the effect is calculated straight into the object's illumination so you don't need the posteffects with it. The ones that have _blurred in their names , surprisingly, do use a post blur so they need the post effect to render properly. To do this just use the 'AO_effects'- post effect and 'AO rendering'- render setting. Use the 'AO_normal_effects'- post effect if you plan on using the bent normals for something. Material Controls: Ambient Color defines the color of the ambient light. Shadow Color defines the color of the 'shadowed' areas Distance fading fades the effect based on distance. Radius kind of like the radius in point lights.... RayCount1 duh. Disable secondary ray AO disables AO in reflections/refractions. Bounces the highest recursion that still renders AO. RayCount2 raycount for secondary ray AO New on this release: - Bent normals (rendered to the AO_normal channel) New on previous release: - Added shadow color - Set randomness to 1000 to make sure it's uniform 2006-11-23 Timo "ehtii sen huomennakin" Mikkolainen