AO image based lighting

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  07 July 2008
AO image based lighting

I know you can now select sampled enviroment from the ambient occlusion shader node. I am doing some car props for a scene, and wanted to try and optimse the rendering. My idea was since they were static, and the scene only had a slight camera move, i would create a camera perojection map of the rendered AO back onto the object instead of having to render AO for every frame.

What is the best way of doing this? I want to use the a sampled environment to light the objects, but use my rendered camera projection of my ao for multiple frames.

CG Artist
  07 July 2008
AO isn't camera dependant.
Even looking up the environment for contribution still happens along the bent normals, which means it doesn't change over time unless the surface or the environment change.
You might be thinking of reflection occlusion.
You should be able to just rendermap it if you want to bake it.
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  07 July 2008
Sorry, i didnt make myself very clear. All i basicaly want to do is feed a single baked AO map to use with my sampled enviroment instead of using raytraced Ao per frame. Is the sampled environment option only available through the ambient occluson shader?

I want to use camera projections as i dont want to rendermap multiple objects.
CG Artist

Last edited by Dan Wade : 07 July 2008 at 05:16 PM.
  07 July 2008
Hi Daniel

Long time isn't it ?

Honestly with the time involved in this setup, it will be faster to render directly your AO

Apply your AO on all your object.
Render a frame
Camproject back this frame.

Others solution is using FG to calculate your occlusion and reuse the Fgmap !
  07 July 2008
I'd say it's still worth it if you have a lot of geometry, high sample values and/or lots of frames to render. Also the ability to paint over your texture is something you could get addicted to!
In fact I find this way quick enough to setup but often end up using rendermaps and lightmaps anyway for some more leeway in the camera movements.
  07 July 2008
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