Ignore AO maps

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Ignore AO maps

Postby elecman » Fri Sep 01, 2017 1:51 am

elecman Fri Sep 01, 2017 1:51 am
Is there an option to ignore the AO texture maps when rendering?
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Re: Ignore AO maps

Postby ChrisHekman » Mon Sep 04, 2017 12:10 pm

ChrisHekman Mon Sep 04, 2017 12:10 pm
Hi Elecman

Im not sure what you mean AO maps.
If you mean the Ambient Occlusion - Global Illumination mode then you can change it to diffuse in the rendertarget kernel.
You can also change the kernel itself from direct lighting to Path Tracing or PCM

If you are talking about the unity material occlusion map, then do not worry, they are not actually being used by OctaneUnity.
Octane calculates light information itself and has no need for AO maps.
Last edited by ChrisHekman on Thu Sep 07, 2017 10:23 am, edited 1 time in total.
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Re: Ignore AO maps

Postby elecman » Wed Sep 06, 2017 10:30 pm

elecman Wed Sep 06, 2017 10:30 pm
I meant the Unity material Ambient Occlusion Map.
Thanks, that clarifies it.
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Re: Ignore AO maps

Postby elecman » Wed Jan 24, 2018 3:45 am

elecman Wed Jan 24, 2018 3:45 am
Actually I just found out that some flat geometry with screws as textures (in normal and AO map) do need the AO texture slot to be taken into account. At least for some objects. So it would be nice if Octane can take it into account on a per-object or scene wide basis.
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