![]() Note that this technique does not work with pbr. In the Mantra Output driver, you have to create a new extra image plane and set the name to match the parameter and the type to vector. ![]() Call it ao or ambient_occlusion or whatever you want. Wire the output of the Occlusion VOP in to a new Parameter VOP with the name set to the export image plane you want to reference in the Output Driver, the type to at least vector or color if you wish and the Export set to “Allways”. Remember that P and N are globals and do NOT need input wires. See attached example file: scene_with_ao_pass_using_takes.hip If you are keeping it to the mp/rt render engine(s), you can add an Occlusion VOP to your surface materials and promote the various parameters. You can use takes to set this up and put down a take specific Mantra ROP set up to solo just the Environment Light. This technique works the same for mp/rt and pbr render engines. AO can be done as a separate pass where clay shaders are assigned to your objects and then add an Environment Light to the scene and render your pass. This technique doesn't make sense to me with the pbr render engine but you can do it if you wish to control that contribution as a “light”. All surfaces are simple diffuse surfaces. Ambient Occlusion pass is generally considered an ambient light pass devoid of any color.
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