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AO distance not working for LBSh Shadows ?

Posted: Sat Jun 11, 2016 10:36 am
by FlowFireGames
Hello,

It seems like the AO that is present in the LBSh is not affected by AO distance in any of the 3 parameters.
Also it behaves very strangely, as you can see there is a very even gray occlusion all over the floor which makes no sense. If I just put one object per example, it will behave correctly

Sorry for the large images
(Both have an AO distance of 0.01)
Image

Second image, same size, same settings, only one 2x2m object.
Image


I really need the objects to behave like on the second image to seperate them correctly, but the whole floor is strangely occluded even with very large spaces in between.
My project scale is +- correct. Something seems to be multiplying incorrectly in the calculation I think.

(Also AO in real life does accumulate very little in direct lighting, this seems to be generally an oversight in octane as it seems to not take direct lighting into account)
(Octane 3, Win10)

Re: AO distance not working for LBSh Shadows ?

Posted: Tue Jun 14, 2016 11:32 am
by bepeg4d
Hi FlowFireGames,
could you share with me a simple example scene with just one object?
ciao beppe

Re: AO distance not working for LBSh Shadows ?

Posted: Wed Jun 15, 2016 4:34 am
by FlowFireGames
Ok so the gray ground thing is resolved, that was caused by some C4D shaders somehow.

Still none of the 3 AO settings can change the AO distance on the LBSh shadows it seems, they always have the same size.

Here is a project with my settings:
https://hostr.co/uf7M5M4SJewi

Re: AO distance not working for LBSh Shadows ?

Posted: Wed Jun 15, 2016 8:47 am
by bepeg4d
Hi FlowFireGames,
I have seen your file. I guess that the misunderstanding comes from the confusion between shadows and ao effect. The AO parameter in the Direct light kernel is visible in the main pass, not in the black shadow pass. You can tick the AO pass in the info channel layers if you want a separated layer for AO:
OctaneShadow-ao.JPG
ciao beppe