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well it is a map yep...but that makes it even more flexible then an ao shader, because you can also use it to render AO on specific objects directly without having to render a seperate pass.
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you mean the VrayDirt map ? Dont have a tut handy but it's easy to use. Basically it generates an alpha for itself. So in order to create a material to use in mat override for an ao pass you take a standard mat. make it fully white diffuse, and 100% self-illuminated. Then add the VrayDirt map to the diffuse map slot and set settings as desired/needed. That's it. It's crucial to set the mat to white instead of grey! because the AO darkening is basically black with an alpha (if you add an image with alpha channel to the diffuse slot you will also see the original diffuse colour where the alpha is black).
i mean how an AO map is used in production on the comping side of things
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yup thats the basics of it. I usually do some adjusting to the map (curves and such) and find 50% opacity or blend is about right. I also like to tint the AO map some to raise the overall warmth of the image.
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