baking an occlusion and rendering an occlusion pass

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  08 August 2014
Question baking an occlusion and rendering an occlusion pass

hey fellow cg artists, I did not see a rendering category in the forum so I just paced it here since I'm also going to talk about texturing. I am confused about baking an occlusion and rendering an occlusion pass. I saw some texturing tutorials and they baked an ambient occlusion for their model. How about just making an ambient occlusion pass once for the whole scene so you won't go taking time baking an occlusion? and just composite it. :/

I want to get that output like the humans in Blue Sky's Rio or Disney's 3D animated films. Any tips on how they got those fantastic look?
  08 August 2014
Baking ambient occlusion into the texture is useful in certain circumstances, for example if the object (say a room or other non-animated object) is going into a game engine where you can't traditionally have an occlusion pass that is generated on every frame as you play (though these days you can do that!).

Another reason may be to create a 'dirt' effect, the occlusion darkens the creases and undersides of the model and you could use that as a mask for choosing where the texture is dirty.

Generally speaking though you are correct, an occlusion pass for the scene is better.

There are a lot of things that go into making a movie like Rio look as good as it does! Texturing, shaders, lighting, compositing etc are all done by very talented (and often different) people.
~ Jared Martin

Maya, 3Delight, mentalray, Maxwell Render, ZBrush
Photoshop, Fusion, Vegas Pro, Syntheyes
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