Comment by Asooka
4 years ago
AO is only half of what's needed, you need full GI for realistic corners. One phenomenon that the article didn't point out, but you can simulate trivially easy in Blender, is that corners that are perfectly lit are actually lighter, due to more reflected light reaching them. To observe, just set two grey planes at 90 degrees to each other and add a point light at medium distance. Render with Cycles. Pay attention to corners in well lit places with plain smooth diffuse walls like conference rooms and you will be able to spot it in real life too!
You don't really need full GI. RTAO in Unity for example does take into account direct light and treats it differently to get the described effects, as well as some degree of indirect lighting so some corners do look comparatively brighter in some places.