Page 2 of 2
Re: Ambient Occlusion pass.
Posted: Mon Feb 15, 2016 8:34 am
by Rob49152
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.
Re: Ambient Occlusion pass.
Posted: Mon Feb 15, 2016 10:04 am
by Builtdown
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.
Re: Ambient Occlusion pass.
Posted: Mon Feb 15, 2016 1:07 pm
by Micha
Nice trick, thank you for sharing.
Re: Ambient Occlusion pass.
Posted: Mon Feb 15, 2016 8:52 pm
by Rob49152
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.
Re: Ambient Occlusion pass.
Posted: Tue Feb 16, 2016 5:50 am
by Builtdown
Don´t use AO pass. Use Direct Lighting Kernel with AO Gi type.
Re: Ambient Occlusion pass.
Posted: Tue Feb 16, 2016 6:57 am
by Rob49152
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.
Re: Ambient Occlusion pass.
Posted: Tue Feb 16, 2016 7:03 am
by Builtdown
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.