Ambient Occlusion

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Ambient Occlusion

Postby atoyuser1 » Tue Jun 01, 2021 3:15 pm

atoyuser1 Tue Jun 01, 2021 3:15 pm
I am trying to render ambient occlusion (with shadows from the lights disabled)

I have played with the AO distance, but it doesn't seem to have an affect:

Screenshot 2021-06-01 at 16.13.07.png
Ambient Occlusion


Am I missing something obvious ?

Thanks
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Re: Ambient Occlusion

Postby atoyuser1 » Tue Jun 01, 2021 3:36 pm

atoyuser1 Tue Jun 01, 2021 3:36 pm
for reference, what I'm trying to create is something like this Image
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Re: Ambient Occlusion

Postby bepeg4d » Wed Jun 02, 2021 5:39 am

bepeg4d Wed Jun 02, 2021 5:39 am
Have you tried with Kernel/InfoChannel/AO?
You can also enable it as separate pass.

ciao Beppe
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Re: Ambient Occlusion

Postby atoyuser1 » Wed Jun 02, 2021 8:23 am

atoyuser1 Wed Jun 02, 2021 8:23 am
Thanks, do you mean the info passes tab?:

Screenshot 2021-06-02 at 09.18.29.png
info passes tab

I got this far, but I'm to sure how to combine that in the final render:

Screenshot 2021-06-02 at 09.20.42.png
layer view

is this something I have to comp in post?
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Re: Ambient Occlusion

Postby bepeg4d » Thu Jun 03, 2021 7:12 am

bepeg4d Thu Jun 03, 2021 7:12 am
In general, the AO pass is Multiplied over the Beaty.
From next OctaneX major SDK update, you will be abler to do this directly in Live View, thanks to the new Compo AOVs system.

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Re: Ambient Occlusion

Postby atoyuser1 » Thu Jun 03, 2021 7:29 am

atoyuser1 Thu Jun 03, 2021 7:29 am
bepeg4d wrote:In general, the AO pass is Multiplied over the Beaty.
From next OctaneX major SDK update, you will be abler to do this directly in Live View, thanks to the new Compo AOVs system.

ciao Beppe

Cool thanks. for now I just rendered out the pass and overlaid it with 'multiply' blend mode. It's a bit murky, but will do the job
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