new vray ambient occlusion script

i updated my non-destructive ambient occlusion render script for vray 1.5.
i like to use it for “zero effort visualization”, high contrast b/w pics always look great. and it doesn’t mess with current scene settings.

it is available here:

http://plugins.angstraum.at/vrayao/index.htm

have fun,
marc

i m fetching it allready! :lol:

thanx plastic! i m pretty sure it will be very usefull!

Cool Thanks Marc, and let the AO revolution continue. :slight_smile:

thanks marc. I love your plugins.

best regards
themaxxer

Thanks Marc. It saves me from having to save and load presets every time I want to render out an AO pass. Great!

Great job plastic! Mind me adding it to six4one ?

Regards,
Thorsten

sure, but in order to avoid version confusion i’d prefer if you would link the download to my server, if possible.

Thanks a lot mate,

that is possible, i added it linking to your server (the url is cloaked , but i also added the homepage as filehomepage). I also added your Eula and set the settings on the file so that downloaders have to agree to your eula before beeing able to download the file.

Here´s the link to check out the file :

Thanks again. If you want anything changed, just let me know.

Regards,
Thorsten

nice…thanks for adding.

I noticed a small “problem” with the script. If you select the “Skylight” option and your current layer is hidden it’ll render black. Apparently it’s putting the domelight on the hidden layer, I’m not sure if this can be accounted for. 99% of the time this will probably not affect people but I thought I’d mention it. Other wise, great script. Thanks again.

yoink!!!

Very handy

plastic whats the reason to use your plugin, if there is vray dirt? all you need to do is apply an override shader to the scene with vrayDirt in it, and thats all…

Well the original predated the dirtmap, and secondly saving clicks is important to us Viz guys our budgets are a lot tighter than you FX guys.

oh I dont know about that. I’ve heard Dmitri complain of some pretty tight budgets…LOL

heh, I should of put a :stuck_out_tongue: on there but I’ll stick to my comment till proven otherwise. Every time I hear about how many and how long a team worked on a 30 sec spot i get depressed. :lol:

yeah, the first version came out before the dirtmap, using the dome light, etc.
i extended it with dirtmap functionality now.
besides, the work flow of putting a light material with dirtmap shader into the material override slot isn’t very intuitive.
there are many people who like my scripts because they are really simple.

for example my stupid old neon script for viz radiosity was hugely popular (and still is), although it basically does nothing but rearranging a not so intuitive max interface.

that’s also the reason why i call my scripts “plugins”, because most people don’t understand what “scripts” are.
and i spent a lot of time writing a really simple script installer.
i like my stuff being accessible.

and me being a perfect stupid thank for them! :lol:

seriosly morbid in principle nearly every single script is doable otherwise, BUT in order to improve workflow productivity and longer cofee breaks we greatly apreciate these tools!And those who spend time creating them and share those should be congratulated!
:wink:

again Tnhak you Plastic!

yeah no worries, just asking :wink:

looks nice, only I would add a few extras:

- exclude transparent objects (you need that for glas and stuff) could also be an exclude layer thing.
- Falloff for dirt map (sorry but I use this most times)

Oh, and occlution and dirt map is not really compareable. Just create an material overwrite for mentalray and see the difference. Dirt map is much better, but has some problems with smoothed surfaces (steps).

this is definitely coming. i only have to think about how to do it…might be tricky. i cant just exclude objects from rendering, because the glass may be a submaterial in a window object, for example.

i didn’t include this, and other dirtmap options, because i’m not sure if it’s really useful (and i want to keep the interface as simple as possible).
could you explain why you use it, as opposed to a different radius?