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In vray for Max there is a material called VRay Dirt which does an ambient occlusion type thing. I guess we could look in to bringing it over if there are enough people who think they would use it.
Can you help me understand what the benefit of AO would be? If I am not mistaken doesnt it just ensure that all the faces get an equal amount of light. Sort of like a sky on a cloudy day kinda thing?
As I understand it AO is a method in which a diffuse color pass is calculated and then a AO pass is calculated and basically the AO pass is used to shade the diffuse pass. In general I think its used to for games and/or realtime graphics to create a texture that seams to have a more complex lighting then it actually has.
Technically I think AO is actuall just a shader which darkens the surface based on its proximity to edges or other elements. Again I'm not an AO expert and I've never explicitly used it because I haven't had the need to. This all from what I've read.
I see. I too did some further reading about it last night. I guess where I get slightly confused is what would be the benefit of selecting AO to cast shaddows on an object vs using GI or other form of Direct or Indirect Illumination.
From what I read it appears as you stated. It seems like it generates very quickly and is more suitable to real time rendering vs production rendering via bucketing or scanline.
I know that McNeels toucan render engine uses AO vs utilizing GI. why I am not sure.
I think the main reason why McNeel isn't pursuing GI is that is quite a complicated thing to put together. They aren't really in the business of rendering, and they are starting to get 3rd party renders developed for their platform (Vray being the best of course ). So I don't think that they are really super concerned with it. Thats just my perspective on it, its not something I've talked to the about.
Yes I think you are right. Rendering is not their concern it seems, thus their brazil port and Toucan as stated above. Which is fine with me, I think they should stick to curves and surfaces myself. I think I will conclude my question with the answer that GI>AO as I originally thought.
AO is very useful for interiors. in 3dsmax, you can make all materials self illuminate, and apply a AO shader on top of it. This way you can make fast GI-like renderings in a fraction of the time without using lights.
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