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DaveNames
01-31-2007, 10:48 PM
Is it possible to have the mib_amb_occlusion texture recognize a transparency map connected to the surface shader when it calculates occlusion. It seems to ignore the transparency map and just render the sillouette of the geometry. I've gotten mental ray to achieve transparency occlusion by mapping the transparency on a lambert and using final gathering, but the occlusion is much softer and I would prefer to use the mib_amb_occlusion texture instead. Anyone know if this is possible, or any work arounds.
Thanks
Dave

leha_sokol
02-01-2007, 12:06 AM
You can try to achieve it in different ways:
1) try rendering your AO pass without glass object (well it works only if your glass geometry is quite simple like conventional window planes) and then compose it with your main pass. This method has a disadvantage that in the end you dont get AO effect on your glass surface.
2) try to solve it with id_inclexcl parameter of AO node....
check out this thread for more info and read up the docs on AO node parameters....

http://forums.cgsociety.org/showthread.php?f=87&t=270669&highlight=id_inclexcl

http://i34.photobucket.com/albums/d147/leha_sokol/ao_modes.jpg