This is what I was trying to achieve.
![](http://img80.imageshack.us/img80/1438/mr1lightto4.jpg)
This is straight from max, no comping of dirt passes.
There are 2 lights, 1 is the key light which is casting the strong shadows and the 2nd light is switched of but is projecting the ambient occlusion shader unto the scene, there by letting us render out the individual material colours and also you can see from the glass objects that the AO is visible through and the objects themselves cast shadows and the AO will be visible in the reflections in 1 pass.
This is what I am trying to achieve in VRay, yes I know there are other ways of getting to this, but there is no GI involved and works on interiors and animated objects too.
![](http://img80.imageshack.us/img80/1438/mr1lightto4.jpg)
This is straight from max, no comping of dirt passes.
There are 2 lights, 1 is the key light which is casting the strong shadows and the 2nd light is switched of but is projecting the ambient occlusion shader unto the scene, there by letting us render out the individual material colours and also you can see from the glass objects that the AO is visible through and the objects themselves cast shadows and the AO will be visible in the reflections in 1 pass.
This is what I am trying to achieve in VRay, yes I know there are other ways of getting to this, but there is no GI involved and works on interiors and animated objects too.
Comment