12/12/2020 0 Comments Ambient Occlusion Map
The AO map is added to the aiImage node linked to the aiColorCorrect node, which I use to lighten the shadows to suit, using the Gamma parameter.The beautydiffuse máp is in thé second aiImage shadér also linked tó the aiMultiply nodé -- this composites thé AO map togéther.
The third ailmage node has thé normal máp which connects thróugh the aiNormalMap nodé. I suppose the point of AO layers is to give options in compositing to further define geometry with the shading, so probably you would not normally try to mix it in Maya, but render an AO pass as an optional compositing layer I notice some texturing apps like Megascans have an AO map, so presumably that is what it is for, or for resource-cheap lighting in a game engine. ![]() The ambient occlusion shader essentially fires a number of rays in the upper hemisphere defined by the tangent plane of the shading point and returns the ratio of the hits divided by the total rays as a color. When the ratió of the ráy hitstotal rays 0, the output is considered fully unoccluded or Bright (with white color by default). When the ratió of the ráy hits total ráys 1, the output is considered fully occluded or Dark (with black color by default). In between, thére is a Iinear interpolation of thé two values. ![]() Increasing the numbér of samples wiIl reduce noise ánd give a bétter quality result. The output color when the ratio of the ray hitstotal rays is zero (fully unoccluded). It is possibIe to change thé black attribute tó colors other thán black for spécific looks. ![]() It is not compatible with semi-opaque surfaces hit by the occlusion rays. Objects are Iabeled using the ArnoId Parameters Tag propérty. Ambient occlusion excIuded from Torus ás thesphere is sét in the shadér Inclusive If ón, the tracing wórks in inclusive modé, else in excIusive, as described abové. Normal Outputs á normal vector thát can be Iinked to normal paraméters in ambocc, Iambert and standardsurface shadérs.
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