View Full Version : Ambient Occlusion with transparency map
AdrianLazar 03-11-2006, 10:49 AM Hi guys!
Is there a way to setup the render tree so that the ambient occlusion takes in consideration the transparency map from the shader?
Thanks!
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neods
03-11-2006, 01:24 PM
I think there is a way, but a easier way is to use FG_OCCULSION see these (http://perso.wanadoo.fr/harry.bardak/TDlove2006.htm) documents about it. As the occulsion is made with finalgathering it will understand the transperency.
simply connect AO shader to your Phong/lambert/constant/... shaders diffuse color port, and transparency map to transparency port and everything should behave correctly, don't forget to set alpha in AOshader's Dark color to 1, it of course depends on what you want to achieve
not sure about that, as far as I know the occlusionshader in xsi doesnt support transparency at all, try the fg_occlusion that was mentioned, its pretty good.
simply connect AO shader to your Phong/lambert/constant/... shaders diffuse color port, and transparency map to transparency port and everything should behave correctly, don't forget to set alpha in AOshader's Dark color to 1, it of course depends on what you want to achieve
not sure? try it
I'm just taking grayscale occlusion map from AO shader and passing it as color map to any other shader
then driving transparency of that shader
it works perfectly for me
fgOcclusion is good, i just wanted to give you AO sollution
Cometsoft
03-14-2006, 01:37 PM
Anim is right. I was curious and tried it too. Did it with a mix two color with ambient/lambert on one and a transparent blinn on another. Used a weight map to separate the mix.
not sure? try it
I'm just taking grayscale occlusion map from AO shader and passing it as color map to any other shader
then driving transparency of that shader
it works perfectly for me
fgOcclusion is good, i just wanted to give you AO sollution
nah it doesnt work, I've tried it now
if you mean that the transparency itself works then you are right, but the actual AO shader does not take into account the transparency, normally the "shadow" caused by the occlusion would start to fade/become gray when you make the object more transparent but thats not the case with the built-in occlusion shader.
not sure? try it
I'm just taking grayscale occlusion map from AO shader and passing it as color map to any other shader
then driving transparency of that shader
it works perfectly for me
fgOcclusion is good, i just wanted to give you AO sollution
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03-14-2006, 03:37 PM
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