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yeah I know , and it makes sense that the same topography that would block ambient light would also block the forces that would remove any dirt buildup from a surface, it is really just different names. I guess what you use it for would determine whether to call it AO or Dirtmap.
what current state is the shader in vlado? im having to resort to mentalray AO at the moment. would be usefull if i didnt have to as I have many scenes that will need converting. which all takes time.
I have been using VRAY for my color, key shadow and direct light pass and MR AO for my "fake" GI pass, but it would be a lot less hassle if it was all done under one render engine. This is more for interiors than exteriors with the latter i just use the material override and comp the shadow info in later, for which skydome or the script works just fine. Vlado is the VRay AO in a stable form and if so could it be included in the next build ????
Colin
ps so does all this mean we have to have an updated 1.5 feature list? PPT, AO etc
AO is in the SDK since a while...we had to compile it, tweaked the UI a lil and added reflective AO (incl. Environmental AO) and tweaked some smaller things. Other then that works nice and stable here. Dunno about ChaosĀ“s "Roadmap tho
Yeah damn AA takes forever. It seems to know where there are window openings in a scene and allows for light to come through so i cant understand why it does not take direct light into account or does it
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