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Library Interior


slinley
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http://en.wikipedia.org/wiki/Ambient_occlusion

Ambient occlusion is a shading method used in 3D computer graphics which helps add realism to local reflection models by taking into account attenuation of light due to occlusion. Ambient occlusion attempts to approximate the way light radiates in real life, especially off what are normally considered non-reflective surfaces, for example, in the way light through a small crack in the curtain in an otherwise darkened room can slightly illuminate the entire room, and not just the path of light passing through the crack itself.

 

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There are some graphic examples on the website link, and my Avatar is an AO render.

 

 

If you are using mental ray:

AO Render layer

The simplest way is to place a 'mental ray' material in the 'material over ride' slot

and place an 'ambient occlusion map' in the surface slot of that material. Turn off GI,

turn off FG, turn off Exposure, turn off all lights, then render to suit.

[256 samples, HIGH Antialiasing setting, .5m max distance]

[take the AO and the beauty render into photoshop, copy and past the AO onto the beauty, it gets put on the layer

above the beauty. Set it to MULTIPLY, and either adjust opacity or hit LIGHTEN once or twice]

 

There are other ways that use the AO map with lights and such but they seem a little fiddly to me.

 

The 'best' way to do AO in my opinion is to use it in scene on the A&D shader, that

way you can use the flag allowing the AO to pick up colour from surrounding materials

which gives a much more accurate AO.

 

If you use v-ray, then I can't help you.

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I think more lights are the last thing it needs, the image is quite flat.

 

I'd maybe boost the sunlight and darken the areas in shadows just to give the image some depth.

 

An A/O pass will halp the whole image, there is a lot of detail that is getting lost because of the amount of light in the scene.

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