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View Full Version : Aocc + displacement pass in mray


gagiu
02-25-2008, 05:11 PM
hey!
I am about to finish my work on some funny character that i have modeled in maya 2008 64x and zbrush 3.1 (displacement) and now i am done with the modeling and i try to render it with mray. I get good results and i am happy with the model but i am trying to do a ambient occ pass using the preset from rendering layers, the output is ofcourse the model without displacement, therefore the aocc pass doesn't match with the beauty pass. The question is, how can i prepare a shader(and what kind of shader) to include the displacement map AND the aocc shader? Should i bake the displacement map into the model and then do a aocc pass? If so, how?
Thanks
gagiu

ghostlake114
02-25-2008, 05:58 PM
If you have rendered a model with displacement map in mr, so you know where to plug displacement node.

When use occlusion preset, an override shader will be assigned for all model, so all your object will get occlusion shader. So to do occlusion pass with mr, simple clear material override in occlusion layer. Then select all object, reassign occlusion shader,the create a new occlusion shader for your object with displacement and assign it, plug disp node..

Very simple IMO

gagiu
02-25-2008, 06:13 PM
just did it and it went fast using this thread:
http://forums.cgsociety.org/showthread.php?p=4971719#post4971719

the only thing i did different was to use a lambert instead of a blin.
thanks for help
gagiu

ghostlake114
02-25-2008, 06:23 PM
Try to use hypergraph and hypershade connection node. Read them and you will understand all why problem is this. Just a matter of node connection in this case so you will solve your problem fast :)

Bitter
02-27-2008, 12:04 AM
The method from the refernced thread is. . .overkill. Go into the shading group node of the shader with the displacement, under material for mental ray, insert the ambient occlusion node.

Done and done.

gagiu
02-27-2008, 02:41 PM
thanks a lot. i will check it out.
gagiu

Ash-Man
02-27-2008, 04:57 PM
The method from the refernced thread is. . .overkill. Go into the shading group node of the shader with the displacement, under material for mental ray, insert the ambient occlusion node.

Done and done.
agree!!
in a mtter of fact , this is the "proper" way of adding AO to a shader

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