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Edgeloop
11-11-2006, 04:29 PM
Hi people,

It seems to me that I am sleeping on this forum for I am constantly browsing and reading thru tutorials :)
I'm only doing so to find the best way to render a heavy scene... Basically, I’m just trying to find issues I could come across when I start lighting/rendering up my project... I better be prepared :)

Anyway, I am experimenting a little bit Ambient Occlusion...
I am not totally sure if what I have done is right or wrong but it'd be really cool, if I could receive some feedbacks or some suggestions from people on here.

Here's the link to the scene I have set up...

http://www.mediamax.com/edgeloop/Hosted/AO.rar

It is not a big scene like I mentioned above... So, check it out and let me know what you think :o

Your help is very much appreciated.

Thank you guys :)

galm
11-12-2006, 09:38 AM
hello
for Ao or dirtmap , put a surface shader over all your object, and put the mib_amb_occlusion in the out color of the surface shader. For the parameter of the mib_amb_occ test a sample of 32 and not 512 like in your scene, and adjust the max distance (this the scale of your scene). And after unchek the enable default light in the render setting. render the scene with no light and you have your AO.

Edgeloop
11-12-2006, 11:24 AM
Hi Galm,

I have assigned all objects with a lambert shader(Maya Node) and put a mib_amb_occ in the ambient slot.
I have done so because when I connect it to the Color, all I get is a black render :confused:
I have also cranked the Sample up to 512 because my render was spotty. I knew it was too high but I just wasn't sure how to get rid of the spottiness/graniness on my render. The only thing I didn't do was to get the Max Distance.
So, I guess that was the mistake I did...

But can someone tell me or confirm even, where I should connect the Mib_Amb_Occ??

CTZn
11-12-2006, 03:23 PM
put a surface shader over all your object, and put the mib_amb_occlusion in the out color of the surface shader

Heh... I confirm !

Edgeloop
11-12-2006, 04:32 PM
Heh... I confirm !


hehehe, Thank you CTZn :cool:

But tell me something... :confused:
Does it have anything to do with the Connection Editor?
Or is just just mmb click and drag the mib_amb_occ onto the color slot? :confused:

Wish
11-13-2006, 12:36 AM
That's not right. Assign to all objects surface shader and put amb_occlusion to it Output color
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Edgeloop
11-13-2006, 11:23 AM
That's not right. Assign to all objects surface shader and put amb_occlusion to it Output color


When you guys say, put the mib_amb_occ to its Output Color
Does that means just middle mouse button click it then, drag it to the shader's color attribute? :confused:
Or does is have anything to do with Connection Editor? :confused:

Sorry, if I sound silly with all my questions :( ... It's just that I am being self taught :confused:

Wish
11-14-2006, 12:46 AM
just middle mouse button click it then, drag it to the shader's color attribute - that's it! BUT ONLY TO THE SURFACE SHADER!!!!
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Edgeloop
11-14-2006, 07:22 AM
just middle mouse button click it then, drag it to the shader's color attribute - that's it! BUT ONLY TO THE SURFACE SHADER!!!!

Yeah... That's what i did and ended up with a black render!
I will re-check it...

Thanks!

TokenArtGuy
01-04-2007, 04:34 PM
You could also make a new renderlayer with all your geometry in it and apply the Occlusion preset to the material override (right mouse button on the render layer and choose Preset>Occlusion). Maya will build an Ambient Occlusion shading network for you to take a look at. Change the settings to suit you.

The nice thing is that you won't have to assign a new material to your geometry and you can change the composit mode to multiply to get a basic idea what it is going to look like.

leha_sokol
01-04-2007, 11:33 PM
hello
And after unchek the enable default light in the render setting. render the scene with no light and you have your AO.

Well if you think what Surface Shader is (shader that doesnt take ligting into accout) then you dont need to bother switching off your lighting at all..:)

fabergambis
01-10-2007, 07:41 AM
I prefer using ctrl_occlusion which is very much faster than mib_amb_occlusion ;)
You have just to assing the shader to all your meshes in the scene and enjoy it!

GumboYaYa
01-11-2007, 01:03 AM
You also activated raytracing in the MenatlRay RenderGlobals? Since the calculation of ambient occlusion needs raytracing, a rendering without raytracing will result in a black image.

Just a thought ...