Simulating Edge Wear using Inverse Ambient Occlusion.

Simulating Edge Wear using Inverse Ambient Occlusion.

WHAT IS INVERSE AMBIENT OCCLUSION

The Inverse Ambient Occlusion setting was introduced in Cinema 4D R18 as a way of quickly simulating SSS (Sub-Surface Scattering) and Edge Wear.

Standard Ambient Occlusion will cast rays outward, creating shallow shadows on contact surfaces.
Inverse AO will cast rays inward, resulting in fake, but fast-rendering, SSS.

Inverting the normals when calculating AO provides a mask of the bare surfaces; allowing the user to add layers of worn textures and create custom Edge Wear on any given object.