Tuesday, April 12, 2011

Andrew F. Scott: ambient occlusion

mib_amb_occlusion [samples 64] [spread .4] [distance 60]
Ambient Occlusions are created by connecting the OutColor of the Surface shader to the Mia_Amb_Occlusion node. This shader shows the area of your scene that are occluded by other objects based on the distance and depth of the occlusion. By adjusting these attributes you can change the ways that values are represented in the image. They give the appearance of soft shadows without the need for lights.
This image was created using an mia_material_x shader with a matte plastic preset. The light in the scene was provided by a luminescent dome painted white under a Lambert shader node. Preview final gather was used as the rendering quality setting. This provides a lighting solution that creates soft even lighting around your object without the need for light.

When placed in Photoshop layers usin a Multiply blending mode a greater sense of depth and form is created. Note than now you have both cast shadows and reflections in the image.
Another beauty layer was created in Maya and composited in Photoshop sing the Multiply mode.

The final image has a great sense of depth, form and richness. All of this was accomplished without the use of any direct lighting. All of your final rendering must include ambient occlusion in them. We will learn how to isolate all of the rendering passes so that we can create dynamic images that are efficient to create.

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