There are two options in the object's properties that are related to AO:
- Options -> Receive shadows : When ON will also receive AO shadows and when OFF will not receive AO shadows.
- Options -> Cast Occlusion : THis is a new option. When ON the object will cast AO. This is usefull for when an object, like the walls of a room must cast shadows but we don't want it to cast AO because it would darken the whole scene. Same idea when using a skydome.
- Ambiance Intensity goes from 0% to 1000%. It is available for Global Color and IBL. It sets the intensity of the ambiance illumination in the scene.
- Ambiance Occlusion goes from 0% to 200% with optimal value being 100%. It computes the proportion of the space that are onoccluded by other objects or self-occluded in the scene. The result is a sort of soft shadow that ony affects the ambiance illumination in the scene. It can be used with any type of Global Ambiance types. Increasing this property from 0% to 100% gradually darkens the AO. 100% is the correct setting. Going higher than 100% forces the AO by leaking it into other part of the scene.
- Ambiance Color : This adds a constant global illumination of the selected color in the scene.
- Environment Map is the image that is to be used as the environment for the IBL.
- Mapping Type allows specifying the type of environment mapping that is used in the image file.
- The default is "Lattitude-Longitude", which is the traditional mapping used for environment mapping in A:M. Also known as "panorama" or "Spherical" mapping.
- "Light Probe", the mapping type used by Paul Debevec for in his probe files.
- "Mirrored Sphere" would correspond directly to a photograph of a reflective sphere.
- "Cube Map (Cross)" Is an alternative mapping format that is used by Paul Debevec for his environments.
- "Exposure" allows adjusting the environment map exposure. After hunting for HDRI environment maps on the web, I found out that there is a huge discrepancy in the available exposures. There is no standards. So except for the probes from Debevec, most of the other that I found had to be either overexposed or underexposed. Sometimes up to 10 f-stops.
- "Azimuth" allows orienting the environment around the Y axis.
- "Elevation" allows orienting the environment aroiund the rotated X axis.
Finally, There is are two additional properties in the Render pannel:
- Ambiance Occlusion an ON/OFF property alows to include or exclude the AO while doing the final render. This property have a sub-property:
- Occlusion Samplings allows to decrease or increase the number of samplings for AO. Very small values, like 15 or 20% is sufficient for most scenes. Less samples = faster AO calculations.










