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in the newer builds we have renderelement integration and all elements can have custom settings...but it would rise rendertimes and possibly need a re-render in order to work i assume...vlado?
I can't see a way to calculate an AO pass without calculating it :P
It WOULD take more time.
I assume Morbid Angel meant to be able to render it as a pass.
On the other hand, with a replacement mat, it should be a one click pass already...
So all you'd ask is basically that you have a check for an AO pass, and VRay does the material override bit for you?
If that's the case, I am not sure i can script passes, but i might give it a go :P
Notwithstanding the fact that i have no AO material with 47.03, i can try and see if it allows for the same operation with a standard vray material.
well another part of the equation would be that i'd like to see it included as a renderelement because that would allow it to be included as an openexr layer instead of an extra file.
Pardon me, but what app would you use to extract a custom layer off an EXR?
This baffles me.
Afaik one has to write a channel Writer to store it, and then plug a reader into some application to extract that.
So basically i just need, herm, let's see...
Price undicsclosed.
Good.
Cheap shit
I *think* for the time being i'd rather save an added file (exr, why not:P) for the AO pass
Even though, i admit, version 4.5 looks pukka. I sat through a custom demo of an earlier versio (2?) a few years back, and that made me half laugh and half cringe...
Seems working with the big boys does marvels to developement.
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