Builtin AO inside MILA materials


#1

Hi there folks;

I extensively use mia_materials (x_passes) in all my scenes in conjunction to builtin AO with color bleed (the AO inside the material) and found that it is a pretty fast and reliable solution to global illumination (and doesn’t flicker in animation).

I want to try the MILA materials and found that they don’t have the builtin AO feature inside…, Am I doing something wrong or are there any plans to implement that feature?.

Thanks in advance.


#2

It is possible with mila via string options :slight_smile:

type

select miDefaultOptions;

go to string options, “add new item” and add this one

Name: mila diffuse detail
Value: true
Type: boolean

there is also “mila diffuse quality” and “mila diffuse detail distance” to control your ao color bleed.

more information can be found here


#3

Hi there;

Thank you!.

It’s a bit cumbersome to do it that way, but it works. It is scene based instead of shader based, so I can activate it for the whole scene and not be able to have shaders without that feature, which is odd.

Which is the reason to hide that feature?, I really like it and use it for almost everything. Is it deprecated for whatever reason to force people use GI?.

Thanks in advance.


#4

yeah, mental ray is really heading towards a less fake and more physically correct way… This may be the reason why it’s hidden.

GI next is supposed to be a replacement for all the old gi techniques, but I haven’t used it in production yet. We are still using final gather here.