TSuess Posted June 10, 2011 Share Posted June 10, 2011 I posted a tutorial about how I implement the AO pass in my compositions. The secret is the Lighting Pass. It saves having to adjust AO settings in each shader seperately. Autodesk could fix this easily but until then try this. http://www.renderededge.com/2011/06/ambient-occlusion-and-direct-light.html Link to comment Share on other sites More sharing options...
Crazy Homeless Guy Posted June 10, 2011 Share Posted June 10, 2011 What engine are you using? ...I think there are a couple of mr Shaders that render AO with light direction taken into account. I believe the ctrl.Ghost collection has one. That said, if you want to avoid any problems, it may still be easiest to do it by hand. http://forums.cgsociety.org/showthread.php?t=356606&page=1&pp=15 I think there are a few others out there also. Link to comment Share on other sites More sharing options...
TSuess Posted June 10, 2011 Author Share Posted June 10, 2011 Thanks Travis, I use MR exclusively on the tutorials. I'll take a look and put an addendum on the tutorial if necessary. I want a universal solution where I enter my AO parameters in one place. I don't want to have to edit my AO settings shader by shader. Maybe that's me just being lazy. but If there is a better way I want to know. Link to comment Share on other sites More sharing options...
carlotristan3d Posted June 11, 2011 Share Posted June 11, 2011 Thanks for the tip, I always correct it by hand. But your method makes it simpler. Link to comment Share on other sites More sharing options...
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