please forgive my stupidity (I have a lot of it) But what's a 'low emission node'? I have not heard of this in octane before.Builtdown wrote:Hi,
When you render your AO image, put a low emission node value for the areas you don´t want AO to show?
Ambient Occlusion pass.
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Nice trick, thank you for sharing.
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The surfaces already have texture emission nodes attached to them. AO overrides everything and ignores any emitting surfaces in the scene.Builtdown wrote:Texture emission node with low power value.
So the polys are lit but won´t light the scene. And occlusion wouldn´t be shown on these lit polys.
The only thing you can have in an AO pass is the option to do 'Bump and Normal mapping' on surfaces.
CPU: Intel I9-14900KF | Mobo: Asrock Z790 Tachi | Ram: 128gb | Storage: 64tb | GPU: 2x Asus ROG Strix - RTX3090 24gb
Ah Ok. Now I understand what you mean. But I don't want to use Direct Lighting kernel. I want to use PCM or Path Tracing with a separate AO Pass in a beauty pass for more control.Builtdown wrote:Don´t use AO pass. Use Direct Lighting Kernel with AO Gi type.
CPU: Intel I9-14900KF | Mobo: Asrock Z790 Tachi | Ram: 128gb | Storage: 64tb | GPU: 2x Asus ROG Strix - RTX3090 24gb