|04-24-2013, 03:30 PM||#1|
Bristol, United Kingdom
Join Date: Jun 2008
Ambient Occlusion Shaders in Renderman
Just been having issues creating ambient occlusion in renderman for maya for use as shadows later in comp. I have a scene where a character needs to be integrated with a background plate. There is a floor and wall planes that receive occlusion and also create it on the character itself. This is what I want but the issue is that it creates ambiant occlusion on itself in the corners of the room. How can I make the matte geometry not produce self ambiant occlusion?
|04-25-2013, 10:46 PM||#2|
Grizzly Country, Canada
Join Date: Mar 2005
It relatively simple assuming your doing a separate shadow casting pass. For ambient occlusion you need to set the Diffuse Visibility on both the character and the room - you need to make sure the character is visible and the room is invisible.
In RMS you use shared geometric attributes to do this...
Note that other types of shadows use Transmission Visibility rather than Diffuse Visibility and reflection occlusion uses Specular Visibility.
In your beauty pass for your character you'll want to make sure that Diffuse Visibility is on for both the character and room.
|04-25-2013, 10:46 PM||#3|
Join Date: Sep 2003
Thread automatically closed
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
|Thread Closed share thread|
|Thread Tools||Search this Thread|