The documentation is being updated for version 1.3. Some sections may be incomplete.
The Occlusion node behaves similarly to Ambient Occlusion but favors sedimentary processes and rock crevices rather than lighting.
You can choose to focus on larger shapes such as gulleys and valleys over crevices by using a high power, or smaller crevices by using low values. This provides many opportunities to mask out areas for texturing separately.
In Gaea 1.3, the Invert and Strong options have been removed. Use the Post Process Stack or an Fx node.
Properties
Occlusion | Number of occlusion passes. Higher passes provide more detail while being densely packed. Try using higher Power and Multiplier before increasing number of passes. |
Scale | The scale of the occlusion paases.LinearThe occlusion scale is linear. LogarithmicThe occlusion scale is logarithmic. |
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This documentation is licensed under the MIT License, a very permissive open-source license.