 cycles. Yes, it's time for cycles updates for once. Yeah, no, no, not everything is easy. So this update actually comes from a mini code quest that happened last week when Lucas Stockner was here. This developer folks has like a million patches about all kinds of parts of Lender, including UDIM support, which is coming very soon. And this patch that was added to improve the ambient occlusion node. So if you remember ambient occlusion from this ancient software, Blender 2.7, it was very basic. And when you add a new node, search ambient occlusion, it was, I mean, I think it doesn't get any simpler than this. It's a color input, shader output. So the ambient occlusion node now in cycles, we can, let's see it here. So I have this nice pillar from the movie Open Movie Spring. And if we add a new ambient occlusion first on the list, we'll see that it's much, much more feature complete. Now you can output color. You can also output a float value, like it's just a regular value. You can set the quality of it. You can invert it. You can set it to ignore other objects and color and distance and everything really. So let's see how would it work directly from color to base color. Not much has changed. But the cool thing is that you can add a color ramp. You can mess with it. So you can make it, I mean, occlusion intensifies. And since it's a color ramp, we can just change the color. You can add like weathering. So let's make it like it was actually, or maybe some greenish, you know, like there's some vegetation growing in there. And you can also change the distance, of course, just to make it a bit more, more is just only affect a certain distance from the cavity itself. And in this case, it has the only local option enabled, which if I disable it, we don't notice anything. But the moment you add a new object, for example, to the scene, in this case, I added a plane, what we see here is with the without the option only local, it will be affected by the ammunition will be affected by other objects. But if you click on it, it will be disabled, which is awesome, because then you make it ignore other objects and in one mess with your ammunition occlusion itself, you can also invert it, which is a nice little effect here, because it's basically instead of doing concave, convex or the other way around. And you can control the samples as well, because this is an expensive note. It's the way it's expensive in the sense that it's not it takes some time to compute the same as the bevel shader. So be careful when you use it, don't abuse it, or even better, just set up all your all your configuration here, because it's really powerful. It allows you to not only do color round, but you can just mix. Well, it's a node, right? So you can add textures, you can mix all kinds of things. But in yeah, the end of the render, it's gonna make it a bit a bit more slower than the rest of the of the note. So recommend it to just bake it. Once you have all your setup done, you can just go and bake your ambient occlusion. So that way you have it a bit more, a bit faster, that's recommended anyway. But if it's a one off render, you just leave it rendering. And yeah, it's pretty, pretty awesome. You also get the ambient occlusion here, you can see it, you can see the effect if you put it in like constant, you can clearly see when you move around the values, you can see the samples there is like eight samples. But if you put it to two samples, then you see x one, two, four, and then you can see all the samples. So if you put it a bit more, it's gonna be you can add the more samples you have is gonna be the more precise, of course. So in this case, it's 127. But as you can see, it's much more precise. So that is it for this update, just a quick and sweet update on the new node for a new node, it's an update on a new node on a new node, the node on for cycles in EV, EV also has a mean occlusion, but it will be all these values you will ignore for now. But maybe we can get this, I don't even know, we should ask Clemore. But exciting that cycles is getting some love, there is more news more updates on what have changed in cycles in this mini code quest at code that blender.org. So that is it for today. I'll see you again tomorrow. Bye