The ambient occlusion

We usually call the indirect shadow ambient occlusion. When lightmass gets built, it calculates the ambient occlusion (AO for short from now on).

Lightmass works by calculating AO, and then applying it to direct and indirect illumination, and finally baking it into lightmaps. The AO is enabled by default, but you can still disable it for your own artistic goals. Disabling it is very easy: you need to uncheck the checkbox Use Ambient Occlusion in Lightmass Settings of the Lightmass tab within World Settings:

The ambient occlusion

Don't forget that you have to rebuild the lightmass in order to update it to the latest configurations you have changed ...

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