isnt real ambient occlusion the calculation to find out whether or not ambient light is reaching a surface? ie: the same stuff as calculating an overcast day? and wouldnt the dirtmap thing be just a fake for ambient occlusion.
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isnt real ambient occlusion the calculation to find out whether or not ambient light is reaching a surface? ie: the same stuff as calculating an overcast day? and wouldnt the dirtmap thing be just a fake for ambient occlusion.
It would also be nice to be able to use Vray dirt as a light shader.
Regards,
MikeLast edited by mmikee; 01-11-2009, 11:22 AM.
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There are a few ways to do this. The easiest way is to add an ao map to the projection slot of a standard omni light. Make sure that your omni is located at 0 0 0 coordinates. Then drag the ao map to an empty material slot in the mat editor. Change the distance to anthing you want. To sample the environment change the "mode" to 1. It is at 0 by default. Load whatever map you want for the environment. You can also use the background switcher to use a different map for the actual background.
The workflow for Maya is almost the same. If you have any questions about the other ways of doing this, just ask.
BTW, there is a simple tutorial for using the ao map as a light shader on my blog.
http://mikebracken.cgsociety.org/blog/
Regards,
Mike
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This was planned, unfortunately it didn't make it into SP4, but will be added for the next update.
Regards,
Mike
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Originally posted by duke2 View PostVRayAmbientLight adds the ability to create an ambient light in VRay, similar to Mental Ray or scanline ambient. Additionally, you can add AO in the form the VRayDirtMap. This is presumably no faster (or slower) than manually adding AO to all your materials, but provides the obvious benefit of a global control.
What seperates it from the VRay Dome Light is that it can use AO, rather than brute-force GI which doesn't provide the usual benefits of AO (ray distance, etc.)
thanks
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Originally posted by flipside View PostIs the correct way to use this to simply add the light, and then drag a vraydirt map to the texture slot of the light? I don't get any good results, not looking anywhere near what I would expect AO to look like.
thanks
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I dont get it. When I do what You said, there is AO, but when I change intensity or color of VRay Ambient Light, no change happens. Render is still the same.
So what is it for ? AO can be done through GI, so dont know why use Ambient Light.Last edited by Jiri.Matys; 05-11-2009, 11:11 AM.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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Originally posted by jacksc02 View PostMarc, are you planning on updating your AO script to include the new ambient light?
I still have a little bit of testing to do on some of it so I'll post it when I'm more confident there's no bugs in it. Most of it's pretty self explanatory and the available options update depending on the method and options chosen. I've got it set up now so you can either override the materials with white or use the existing materials for both the "skylight" and the "ambient Light". Using the vraydirt method only allows for the default white since there's no other lights and it's using a vraylightmtl.
By default it switches vray camera exposure off and turns off displacement which were always PITA things I forgot to do when rendering an AO pass (there's checkboxes for them if you need it).
Suggestions welcome...www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.
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Ok, thanks a lot.
Maybe some update of vray help will be great.AMD TR 7980X, 256GB DDR5, GeForce RTX 4090 24GB, Win 10 Pro
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Originally posted by stevesideas View PostSo, the ambient light can be used in conjunction with a dome light ? So if im understanding this correctly, for a faster way to calc AO and burn into a scene, use this method instead of the GI AO method ?!
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