It has 3 objects and plane, all of which have been shaded with Ambient Occlusion. The first pass Is only a diffuse pass, 2nd is Ambient occlusion, 3rd is a composition of AO and diffuse pass,done in Photoshop.īelow is a scene rendered in 3ds max and rendered in mental ray. Hence Ambient Occlusion has been used extensively and widely of late. Specifically talking, in mental ray(3ds Max or Maya) the new Ambient Occlusion shader has opened a whole new method giving you the flexibility on how you generate your GI, unlike the traditional method of using GI and final gather (expensive render time). However it is a crude substitute to actual Global Illumination. Then it projects these rays into the scene, bound by a particular distance and if it hits geometry, the ray occults. It shoots out rays from the pixels that have been shaded depending on the normal of the pixel. The pass renders quite quickly and since it is a Global Illumination (GI) solution, it is an excellent tool when time is of the essence, and GI quality is required. This occlusion is also known as the ‘dirtpass’ or ‘dirtmap’. In simple words it’s a preferred method over GI when you are pressed for time. ![]() ![]() Ambient occlusion is a shading method which can help add realism and depth to your render.
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