Occlusion

Hi Team

Any news on the Occlusion shader? I have posted a couple of requests, with no response. The mental ray version has a defect according to the email i got back from autodesk support on a problem i was having with it. I am now trying to cheat by calculating GI on a model with a grey material in the mat overide channel in VRay which i think would be super quick and give the same results as the AO shader (who knows any more am going loco with crazy deadlines and hugh models)

Any hoo where is the dirts/AO shader and so on. going to start me own one man campaign for it. All applicants who wish to join the protest must seek their local union rep advice and further to that …

sorry been a looooooonng day.

Colin

@ GALACTUS

Concernign the VrayDirt/AO Shader, I think this topic was already discussed that this will be part of V-Ray Adv 1.5

Best Regards,
nikki Candelero

Hi Nikki

Yes i know, my frustration arises from a posting where vlado said that if it is needed one could ask him, and he would send it out. Obviously i realise that as an internal build it may not be stable enough for production, its the lack of a response to the request that bites. ( i do realise they are not as large as autodesk or alias and as such are probably inundated with requests from pixel junkies like myself)

:smile:

Colin

i emailed and asked for it as well, and never heard anything back. (shrugs)

I can see you concern about the Dirt/AO Shader. To be perfectly honest with you, here is a little new info:

I was doing some test on that, and came out with some new proposals for it. So, I think Vlado is working to implement those.

Having this in mind, I think there is no need to rush as the final version of the AO would be different.

For any further info, I would kindly ask you to contact Vlado.

Best Regards,
nikki Candelero

10/4 good buddy :slight_smile:

Colin

imo if AO shader was included in the next build It would make many ppl happy and allow for beta testing it as well.

Hi Colin,

I’m intrigued, what problem are you having with the MR AO shader, I’ve had pretty good results.

Also, did you know that a guy named Daniel Rind wrote a dirtshader for XSI, that somebody else plugged into max6. I don’t know how much this differs from the AO shader that shipped with max7 but might be worth you checking out.

Follow this link for some light reading:

http://forums.cgsociety.org/archive/index.php/t-104578.html

and FWIW I’m hoping the VRay AO is coming sooner rather than later!

Cheers,

J¬

As stated often before, it is included in the sdk. so if you got vc and know a bit what you´re doing you can fix the ui issues and compile it and dadaaa there you go :slight_smile:

Thorsten

Hi J_man

Here is a link to my posting that has a quick time movie showing the problem, I tried Daniel dirtshader and found it slower than the built in max version.

http://support.discreet.com/webboard/wbpx.dll/~3dsmax/read?237672,200

cheers

Colin

interesting flickering. We were able to render out an AO pass from MentalRay without that type of flickering.

http://myweb.cableone.net/amylenhart/images/AOpass01.wmv

Its also not the greatest quality, but it was just rendered as a test and didn’t really adjust sampling, AA and such.

We basically need the vray AO shader as its difficult to match up the mental ray AO with vray’s own 3d motion blur.

the way you can cheat AO with vray and MR AO and motionblur is to render MR AO with scanline multipass moblur, and then vray motion blur with interval center set to 0.0 which will match the scanline multipass.

The flickering occurs when reflective is checked. I like the image you get with reflective checked as it gives the impression of bounced light on the ceiling near the windows.