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how to make an ambient occlusion pass? ( or something like that )

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  • how to make an ambient occlusion pass? ( or something like that )

    does anybody knows how to make something like ambient occlusion pass in vray for rhino,? thanks.

  • #2
    Re: how to make an ambient occlusion pass? ( or something like that )

    The correct way would be to use the V-Ray Dirt material, but we don't got that yet (but soon though). The next best way I use is to use DMC for both engines and set the number of bounces to something small like 2. From there you can make some tweeks to make that look a little more like an AO pass. I'd also add the GI channel, as sometimes that has a little more contrast.
    Damien Alomar<br />Generally Cool Dude

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    • #3
      Re: how to make an ambient occlusion pass? ( or something like that )

      thanks dalomar im testing right now

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      • #4
        Re: how to make an ambient occlusion pass? ( or something like that )

        Damien, you mean AO will be available soon? Sounds good. Will it allow to render interiors much faster than the current GI methods? I mean, AO for soft shadows and additional direct lights. Some years befor I rendered a test with AIR AO, because the AIR GI isn't the best for interiors. Vray is much faster as AIR, so, Vray and AO could be super fast.

        Will the Vray AO a GI option or a material option?

        Here the old render test that show a basic setup:
        www.simulacrum.de - visualization for designer and architects

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        • #5
          Re: how to make an ambient occlusion pass? ( or something like that )

          I don't know how soon it will actually be, but AO (along with a number of the other missing VRay mat types) are very much on the list.

          In Max, V-Ray Dirt is a texture that is added to a material in the same way you'd add a image or procedural noise. Therefore I would imagine that we would take the same approach.
          Damien Alomar<br />Generally Cool Dude

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