Gal
03-16-2006, 05:20 AM
hey i've been trying to find a way to get AO that calculates light values, which is what mib_fg_ambient_occ was meant to do i guess. however it's not just a simple network in order to get that.
basically i want to "mask out" the AO multiply effect from areas where light hits surfaces directly as it does in real life(or by using pure FG byit self with a low radius without any AO).
i have been trying to get it with normal AO by sampling light/illumination values use an ADD function on the normal mib_ao node which kinda works BUT it still leaves me diffuse shading from FG on the surface, which i dont want. i want to mask that out too.
i dont have a minute now to show screen shots but i hope someone understands this very simple concept. i'm sure someone has done this by now:
ambient occ only in shaded areas and not in directly illuminated areas.(why do this and not just use FG for the same result? because FG is slower and flickers for animation not to mention it bleeds light).
anyone have any network connection ideas?
basically i want to "mask out" the AO multiply effect from areas where light hits surfaces directly as it does in real life(or by using pure FG byit self with a low radius without any AO).
i have been trying to get it with normal AO by sampling light/illumination values use an ADD function on the normal mib_ao node which kinda works BUT it still leaves me diffuse shading from FG on the surface, which i dont want. i want to mask that out too.
i dont have a minute now to show screen shots but i hope someone understands this very simple concept. i'm sure someone has done this by now:
ambient occ only in shaded areas and not in directly illuminated areas.(why do this and not just use FG for the same result? because FG is slower and flickers for animation not to mention it bleeds light).
anyone have any network connection ideas?
