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View Full Version : Render Thiniking Particles as Ambient Occlusion


Defonten
04-07-2008, 04:49 AM
I got my car model instanced and fragmented as an "ObjToParticle" so now after rendering main color pass I want to render an ambient occlusion pass.. I tried different ways, fr-ambient occlusion placed to diffuse slot of finalstage-0's base material, fr-dirt, even tried render it with mental ray and It's AO shaders - the same result - some parts of the model seem not to accept AO shader assigned to the base (original) car model - some parts of the car suddenly show the default solid colors which max asignes by default to every newly created objects, say red, purple etc. Help please.

SoLiTuDe
04-07-2008, 06:53 AM
no idea... =) have you posted this on cgfluids.com? it is more or less the place for TP related help/info. Rif (the guy who runs it) is pretty helpful when he's not bashing pflow.

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04-07-2008, 06:53 AM
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