Hello,
Sorry,I understand English only a little.
Please teach me how to "Ambient Occlusion" render.I want rendering as for the side in the mountain.
I tried to mode "Ambient Occlusion" in Enviro light.And other all light is disabled.
But In it, a general "Ambient Occlusion" picture was far.The part that has been occlusion doesn't darken.
How does rendering do accurate ambient occlusion to you?
PS:It borrowed the TG2 scene here.
http://forums.planetside.co.uk/index.php?topic=1394.0
I wonder about Ambient Occlusion use as well. I'm not sure I know enough to help.
Ambient Occlusion is basically a quick and dirty form of GI. It's not as accurate, but it can be much faster while still lighting things up without relying on fill lights. However, I'm kind of surprised at the pictures - did you change any settings aside from setting the Enviro light to Ambient Occlusion?
Looks like the amount is set too high. The amount of fill added is a combination of:
- Render Quality:GI Relative Detail
- Enviro Light:Strength on surfaces
- Enviro Light:Colour on surfaces
GI Relative detail is only in whole numbers so you can make fine adjustments with Enviro light settings
Thank you for answer.
But I'm sorry that explanation is not enough.
It is "AO.jpg",I changed a surface_color in white.and
- Renderers
・GI relative detail :1
・GI sample quality :0
- Lighting
・Enviro Light Mode : Ambientocclusion
・Enviro Light Strength on surfaces:1
・Enviro Light Colour on surfaces:1
I don't know ambient occlusion algorithm in TG2.
It is a ambient occlusion of Autodesk MAYA that I know well.
I'm not really clear on what you're trying to accomplish here and what isn't working for you. The AO approach in TG2 is definitely going to be different than Maya and results will differ as well. I wouldn't use a sample quality of 0 though, that's for sure. ;D
- Oshyan
That's a bit weird. I tried it with the same TGD on a low quality render and it worked as expected. Try moving the camera a little (???)
The results in AO.jpg look quite good to me. The cracks between the rocks are darker than the rest of the image as they should be. You may be able to improve the quality if you enable "GI surface details" but you will increase the render time. I would also suggest that you have "GI relative detail" and "GI sample quality" on 3 or higher. Using GI settings of 1,0 is not enough.
If you are expecting larger darker areas in the image, this would only happen if you had more pronounced rocks that are able to cast larger shadows.
Matt
Quote from: old_blaggard on May 08, 2007, 03:13:05 PM
Ambient Occlusion is basically a quick and dirty form of GI...
yes and no :)
an a.o. pass typically does not calculate any color information which could (indeed does) affect your surfaces and textures.
remember the last time someone told you to "put it where the sun don't shine" :) ? they were referring to ambient occlusion.
typically accomplished with shaders/materials, but can also be done with lighting, although the former usually renders faster.
might be worth exploring by the masters hereabouts if such a shader-tree could be written :) (if it hasn't already been done!)
a typical a.o. situation (found easily with google):
(http://www.chinavfx.net/_data/2005-06-22/1119437598_files/image06.jpg)
This was done in AO, following Matt's directions. The tree can be found here - http://market.renderosity.com/mod/bcs/index.php?ViewProduct=56161&vendor=165722
Thank you so much.
I am doing the work of backgroud_CG of the game.I want to put occlusion_map on feeling of quality on the rock surface.
As said only having to raise the value of "GI relative detail" and "GI sample quality" seems to result.
However, there is a thing about which it is a little anxious.
It easy tested with an sphere and the plane.
There is no shadow of the ball in the plane. Is my setting still wrong ???
The blockage of the objects might not be calculated?
It looks like you have shadows turned off. TG2 doesn't have a true "ambient" light, so if you turn shadows off for the only light source then they're off.
- Oshyan
Ray Tracing Shadows is all we get for now, which will hopefully be changed to something more useful by the time release comes.
I understood to "TG2 doesn't have a true "ambient" light".
The switch of the shadow has already turned on. But sunlight is turn off.
The reason for the shadow with directionality is that it is unnecessary though written ahead.
I think i'm wrong in the usage of TG2.I will look for other methods.
I should study English more.
Thank you so much!
I use a dim fill light that casts shadows placed directly above as a crude hack for ambient shadows (http://forums.planetside.co.uk/index.php?topic=1475.msg14599#msg14599 (http://forums.planetside.co.uk/index.php?topic=1475.msg14599#msg14599)). I try to balance the light so that the shadow is just visible as it does have a sharp edge... and in the TGD you posted it would have a uniform shadow beneath the sphere.
i'm far from an experienced boffin 'round here ;D, so i'll ask:
out of the multitude of functions and shader options, is there a node that shoots rays from any given point on your surface in order to determine what's occluded? could such a tree be constructed from all those options? i ask because a shading algorithm works faster typically than lighting, which is not available atm anyway :).
quoted from a wiki (as i suspect my description is vague to incoherent!) :
"Ambient Occlusion is calculated by casting rays from each visible point, and by counting how many of them actually reach the sky, and how many, on the other hand, are obstructed by objects.
The amount of light on the point is then proportional to the number of rays which have 'escaped' and have reached the sky. This is done by firing a hemisphere of shadow-rays around. If a ray hits another face (it is occluded) then that ray is considered 'shadow', otherwise it is considered 'light'. The ratio between 'shadow' and 'light' rays defines how bright a given pixel is. "