Hi. Is there a way to colouring the ambient occlusion shading in Lightwave like in mental ray shader in 3ds max or XSI? I’m trying to get a similar result to this . The problem is that the Grit plugin is too slow and i have too
detailed geometry. I hope there is an easy way with amb.occlusion. Any ideas? Thank you in advance. Happy new year to all!
Colouring ambient occlusion
You could do that with a mixer node, example with Denis Pontonier Amb occlusion (but I get every occlusion shaders will be fine
)
Amb Occlusion Scalar outut: plug into the Opacity input of the Mixer Node
Color Tool output: plug into the Bg Color of the Mixer Node
Color ouput of the Mixer tool: plug into the color input of the Surface node.
Should work fine 
Thanks Mucus. I found cool stuff on that site ![]()
http://pagesperso-orange.fr/dpont/plugins/nodes/Additionnal_Nodes_2.html
I love the grit shader. I know it’s slow… But you can bake the grit results using the surface baking camera.
Btw, the fastest dirt shader that I’ve tried is TB_Dirt. Very easy to use too. Just consider is a shader, not a node. But for some reason, shaders versions are commonly faster than nodes 
Gerardo
The way i do it is…
Create your rust/grime/dirt shader that you want to be used only where occlusion takes place.
Bring in an occlusion node, and a mixer node.
Plug the main surface shader into the background of the mixer and the rust/grime/dirt shader into the foreground.
Plug the occlusion node into an invert node then into the opacity of the mixer node.
Now your dirt/grime/rust shader will be using the occlusion pass as its opacity map.
Also, checkout www.presetcentral.com for cool surface presets, I’m sure there will be something in there to get you started in the right direction.
Hi and thanks for the replies! I want to ask you one more thing.
What for /on what purpose/ do you use the absolute morph maps since you cannot use them with morph mixer in LW layout?
I didn’t knew this tricky point and i got quite unpleasantly suprised today. I can’t copy
absolute morphs as relative, can’t create new with bkg to morph over the copy of the model. How generally can I copy transformation data from absolute to relative morph maps? And what is the reason the absolute morph to exist? :curious: :hmm:
If you have TrueArt’s Modeling Pack http://modelingpack.trueart.eu you can use GenerateEndomorphs, to convert it from absolute to relative and vice versa…
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