Back painted glass with AO... is it possible?

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happymilk
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Hi to all (and excuse me for my terrible english)
Is there any way to make a good back painted glass with the AO kernel?
I did two test (see attachments) with AO and PMC.
Glass is standard specular material (with fake shadows on, but without is same)

I would like to have the same PMC result using the AO kernel.
Thanks for all :)
Attachments
PMC_001.jpg
AO_001.jpg
Win 10pro 64 | 3 x Geforce GTX980Ti | i7 5930K | 32GB
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NVN
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use "Diffuse" and not AO
Its looks for me a bitter like PT
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happymilk
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You're right NVN
Infortunately Diffuse is slower than AO.
Also in this specific case the kernel Diffuse fails to illuminate the back of the glass
Win 10pro 64 | 3 x Geforce GTX980Ti | i7 5930K | 32GB
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stratified
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This is how ambient occlusion works, the whole backplane is ocluded by the glass plate so it's dark.

cheers,
Thomas
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suvakas
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Would it be possible to implement smth like "exclude from AO" ?

Suv
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stratified
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I guess it's not worth it. AO is a "hack" to speed things up. If we have to do extra stuff while calculating ambient occlusion it won't be fast anymore and it defeats the purpose of AO in the first place.

The best thing is to use PT or PMC when things don't work out with AO.

cheers,
Thomas
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suvakas
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But wouldn't it still be faster than true PT or PMC? There are engines that are doing it. (one specific "one man" renderer for Max just announced it).

Suv
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bepeg4d
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hi,
some time ago, marcus has solved the issue for the specular material with ao.
so if you use a specular material with sss for the back part, it works pretty well ;)
Capture-specular-glossy.JPG
ciao beppe
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