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View Full Version : Ambient Occlusion Work In Maya And Donīt In Max, Why ??


atd
01-16-2009, 12:08 PM
Hello friends

Not really know if this goes here in this forum or texture rendering??

It just watch the video of efficient light that Master Class Gnomon December and raised a very interesting way to illuminate. The problem is that they do work in Maya and I'm starting in the eyes trying to translate to 3DSMAX and do not look or achievement.

The theme is as follows, Jeremy Vickery (Professor) gives guidelines to fake global ilumination with traditional lighting tecnique and the results are impressive also very short time to render.

The trick is that each of the materials from the scene are connected on the channel of ambient color map to a mental ray Ambient occlusion, and when you render the thing limps way: here is a snapshots here to see what I say :

http://forums.cgsociety.org/attachment.php?attachmentid=137048&stc=1

(I just want to get to step "A")

The fact is that when I do the same with the AO map to the Ambient Color MAX Standard equipment does nothing , nothing at all. Of course I'm rendereando in mental ray so far.

Anyone have an idea of where I am getting the leg? Because I refuse to believe that this canīt be done in MAX !

Thank you
atd


Finally recommend the conference, this gentleman, illuminates some scenes render results in minutes and blow my mind. VERY VERY EFFECTIVE! : Http://www.gnomonschool.com/master/

ienrdna
01-18-2009, 12:18 PM
Connect to self-illumination. Ambient/ambience of standard shaders dont work in MR.

atd
01-18-2009, 05:50 PM
the problem with put de ao map in self ilumination map is that when you need to iluminate your scene. because is already iluminate each material by it self.

perhaps a mix of a black color and a difuse map with the AO in the mask channel could work if we put in the ambient map. ??

ienrdna
01-18-2009, 07:53 PM
When I tried diffuse worked, just dont make ao shader too bright and dont remove diffuse.

atd
01-18-2009, 08:11 PM
But the problem is when you have 50 materials all with the diffuse (a checker, a cellular, a bitmap) and you need to change the parameters of the OA, uffff !!!

thats for the mix with all the intances ...

MOSS
01-18-2009, 11:12 PM
The way to do it in Max is to place an omni at the origin. Turn on ambient light only. And place the ambient occlusion shader in the projector map. It doesn't make any sense, but it works.

atd
01-19-2009, 09:47 AM
Thanks cracy man , but WORKS ""BUT "" Only if you create the light in the Top or Perpective View.

This is more crasy yet: Donīt work if the light is create in front or laterals view ?!?!?

MOSS
01-19-2009, 12:53 PM
Yeah, I forgot to mention that. The light needs to be aligned to the world for it to work properly. A light created in other views will work if you zero out the rotation.

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