A deep discussion about ambient occlusion

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yashugan
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Joined: Mon Mar 15, 2010 7:59 pm

Hi every one. I would like to talk about the ambient occlusion. :lol:
Ocatane is INCREDIBLE render engine but the ambient occlusion seems still to be tweaked more. ;)
I can suppose (please correct me if i'm doing a mistake :oops: ) that is calculated looking the polygons. That's perfect, no problem....until you don't use the alpha channel.
All the previous problems that i talked in the previous topic are resolved except one:

the ambient occlusion actuallyis calculated on the polygon. So it mean that if you have a texture with a grid (for eaxmple) or a disc with hole,the AO stil calculated looking the polygon, and ignore the texture holes. This is a problem. Becaus i can also tweak the AO distance, but the results are (at a certain point of the slider) that the AO disappear totally , or i come back strongly.
The question is: Is possible , or you can consider the idea to create a option check box for some material in the way that they recive only AO but don't produce it? Because in some solutions tweak the AO distance is not enought :D

thank you!!!!!!!!! :mrgreen: amazing render. :idea:
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bepeg4d
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+1, for me it would be a great improvement if we have an option for desabling AO for specular material ;)
Ciao beppe
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acc24ex
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I think if you use the pathtracing render option it doesn't even use the AO only for directlighting (or am I mistaken..) which doesn't really matter since that problem you are having is a known issue.. or can we call it a feature

"From Wikipedia

The Institute of Electrical and Electronics Engineers defines the term feature in IEEE 829 as "A distinguishing characteristic of a software item (e.g., performance, portability, or functionality)." "

unless they fix it, it's like MSWin has a lot of those features :)
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bepeg4d
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Sorry acc24ex but I can't understand you perfectly because my english is horrible :?
I try to explain me a bit better ;)
Obviously the best solution is to work with PT, if you have enough power for working with it, and surely, at this stage, all the attention of developers is focused to finish the optimization of PT but if PT is fast, DL is super fast and is a fantastic solution for arch-viz animation.
What make me fall in love in Octane, when I'd first try it, was the superb quality of DL with instantaneous AO and blurred reflection. I can view my projects in few seconds and render hundred of frames in one night also with my already old GTX 285.
I hope that after 1.23 v6 the team could improve a bit also DL that need only little adjustment to become perfect :)
I think that have two arrows is better than have only one ;)

ciao beppe
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acc24ex
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This should be fixed in one of the next versions.. so don't worry too much about alpha maps
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bepeg4d
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Don't worry acc24ex, I don't care about alpha maps :)
My problem is AO on specular material/glass and problems with big and small emitters together... but I have time for waiting ;)

ciao beppe
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