feregraph.blogg.se

Autodesk mental ray bake output
Autodesk mental ray bake output















When using an alpha channel, you may get some artefacts at the edge between the objects and the background. Therefore we don't want the background included.

autodesk mental ray bake output

We're going to use the render as a layer in Photoshop. These settings are only available in Maya 2015 or earlier. Check the Property Editor in the Hypershade.ĭeprecated. Select the mib_amb_occlusion node in your Work Area. If your shader is not in Work Area of the Hypershade anymore, select the surface Shader in the Materials tab and click the Input and Output Connections in the toolbar: Secondly you may want improve the quality. First of all to to tune the distance of the occlusion effect. You might want to tune the ambient occlusion shader you've created.

autodesk mental ray bake output

So you can disable Global Illumination and Final Gather and remove all lights from your scene. Rendering an Ambient Occlusion pass is fairly simple: it doesn't require any light setup. The outValue should now be connected to the outColor of the surface shader.įirst, assign the surface shader to all objects in your scene. Next connect the mib_amb_occlusion node to the surface shader by MMB draging it onto the surface shader1SG. Switch to Create mental ray Nodes to access the Mental Ray nodes. Next, we need to create the Mental Ray mib_amb_occlusion node. In the Hypershade, create a new Surface Shader: We're going to construct our own using a plain surface shader and an ambient_occlusion shader. We won't use any of the default shaders you normally work with, because they'll render other effects (such as diffuse or reflection components) as well. To do this, you need to create a special shader that will just produce the Ambient Occlusion effect. For maximum flexibility with low render times, it's a good idea to create a separate Ambient Occlusion pass that you can blend in during the compositing phase (for instance, using Photoshop). Getting the amount of Ambient Occlusion just right may prove to be quite laborious. Rendering an Ambient Occlusion pass for compositing The default setting will produce pretty coarse results. The quality is controlled by the number of samples. If you're using non-mia shaders, it's recommended to render a separate AO-pass.Īmbient Occlusion render with 128 samples Although it's possible to add Ambient Occlusion to standard Maya shaders, this is quite laborious. This requires that you use the mia_material_x or mia_material_x shader. When using the mia_material, you can include Ambient Occlusion in your shader. Furthermore it allows more artistic freedom you can fine-tune the AO effect during compositing (e.g.: in Photoshop).įull Render with Final Gather and Ambient Occlusion When using a separate AO-pass, it's quicker to tune your AO effect because rendering an OA-pass is typically pretty fast. Re-rendering your entire image just to change the Ambient Occlusion effect may take quite some time. The downside is that is difficult to 'tune' the effect. The benefit of the former is that the results will be more accurate and that you only need to make one scene-setup and render. There are two main choices when using Ambient Occlusion: you can enable it as an effect in your shaders (using mia_material), or you can render a separate pass which you blend with your render in the compositing stage, using Photoshop for instance.

  • 3.5 Compositing the AO pass with your image in Photoshop.
  • 3.4 Render Settings for the AO-pass render.
  • 3.2 Rendering the Ambient Occlusion pass.
  • autodesk mental ray bake output

  • 3 Rendering an Ambient Occlusion pass for compositing.
  • AUTODESK MENTAL RAY BAKE OUTPUT FULL

    2 Full Render with Final Gather and Ambient Occlusion.















    Autodesk mental ray bake output