Colouring ambient occlusion


#1

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!


#2

You could do that with a mixer node, example with Denis Pontonier Amb occlusion (but I get every occlusion shaders will be fine :slight_smile: )

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 :slight_smile:


#3

Thanks Mucus. I found cool stuff on that site :thumbsup:
http://pagesperso-orange.fr/dpont/plugins/nodes/Additionnal_Nodes_2.html


#4

Check also SG_AmbOcc and these nodes configurations for similar effects :slight_smile:

Gerardo


#5

I love the grit shader. I know it’s slow… But you can bake the grit results using the surface baking camera.


#6

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 :slight_smile:

Gerardo


#7

Very useful tips, thanks a lot guys :slight_smile:


#8

Here’s another option:

Anything Goos

You gotta pay for it tho.


#9

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.


#10

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.


#11

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:


#12

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…


#13

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