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Ambient Occlusion pass thru glass


neyes_ice
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You can always render your own separate AO Pass using a VrayLightMtl with a dirt map in the Override Material slot in the Global switches. That way you can hide your glass and get AO on everything behind the glass. You can increase and decrease the intensity of the illumination adding a bit more control this way too.

 

Personally I would switch off Vignetting from the Physical Cam if your using it .... so you've a more consistent AO pass across the view.

 

This method is an extra step from the imbedded AO but is still quick and can be a better pass at the end of it.

 

I'd love to know if the glass could be "excluded" from the imbedded AO pass too, but this is my fall back until someone cleverer than me answers your question.

 

Hope this helps

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[ATTACH=CONFIG]46071[/ATTACH]like in this image, you can put your AO in the material override slot and exclude the glass. You will get AO beyond as you can see. If the faces beyond are planer (no thickness) you will have to throw a shell modifier on it, like I did, to get the AO to show.

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You can always render your own separate AO Pass using a VrayLightMtl with a dirt map in the Override Material slot in the Global switches. That way you can hide your glass and get AO on everything behind the glass. You can increase and decrease the intensity of the illumination adding a bit more control this way too.

 

Personally I would switch off Vignetting from the Physical Cam if your using it .... so you've a more consistent AO pass across the view.

 

This method is an extra step from the imbedded AO but is still quick and can be a better pass at the end of it.

 

I'd love to know if the glass could be "excluded" from the imbedded AO pass too, but this is my fall back until someone cleverer than me answers your question.

 

Hope this helps

 

Yes, that is the way i used to do AO passes, now i use vrayextratex pass with a dirt map texture. excluding the glass object doesnt work well the way i do it. so far the only solution was to hide the glass object and rendering the AO pass.

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