Ambient Occlusion pass.

Newtek Lightwave 3D (exporter developed by holocube, Integrated Plugin developed by juanjgon)

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Rob49152
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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?
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.
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Builtdown
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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.
Micha
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Nice trick, thank you for sharing.
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Rob49152
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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 surfaces already have texture emission nodes attached to them. AO overrides everything and ignores any emitting surfaces in the scene.

The only thing you can have in an AO pass is the option to do 'Bump and Normal mapping' on surfaces.
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Builtdown
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Don´t use AO pass. Use Direct Lighting Kernel with AO Gi type.
Rob49152
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Builtdown wrote:Don´t use AO pass. Use Direct Lighting Kernel with AO Gi type.
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.
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Builtdown
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I always render a beauty pass with Path tracing and a separate image with Direct Lightning AO and compine them with Photoshop or if making an animation, then with After Effects.
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