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Ambient occlusion

Posted: Mon Aug 17, 2015 5:38 am
by seghier
Hello ; ambient occlusion can replace dirt material
sometimes i rerender the scene with skydome and white material applied to all object to get effect like AO
but this method cost long time and it's better if maxwell have this feature like blender ; mudbox

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Re: Ambient occlusion

Posted: Sun Oct 11, 2015 3:08 am
by eric nixon
+1

Re: Ambient occlusion

Posted: Sun Oct 11, 2015 10:02 am
by numerobis
+1 ...but a more advanced dirt solution with controllable maps, radius, etc. would be more preferable - after more than 10 years... :wink:

Re: Ambient occlusion

Posted: Sun Oct 11, 2015 10:46 am
by lebulb
Sorry guys, but ambient occlusion has nothing to do in an unbiased engine.
You can use this map in a dirt layer so i dont understand your request.

Re: Ambient occlusion

Posted: Sun Oct 11, 2015 1:37 pm
by numerobis

Re: Ambient occlusion

Posted: Sun Oct 11, 2015 2:19 pm
by seghier
lebulb wrote:Sorry guys, but ambient occlusion has nothing to do in an unbiased engine.
You can use this map in a dirt layer so i dont understand your request.
it's very useful ; for example i used it with a roof as mask with procedural textures applied to the geometry
not only the roof ; you can see many examples in reality

Re: Ambient occlusion

Posted: Sun Oct 11, 2015 2:37 pm
by lebulb
Yes, i know, i use it for PBR shader,
and sometimes for my dirt map in my mxm...

But ambient occlusion is a fake shadow.

Re: Ambient occlusion

Posted: Sun Oct 11, 2015 2:43 pm
by seghier
lebulb wrote:Yes, i know, i use it for PBR shader,
and sometimes for my dirt map in my mxm...

But ambient occlusion is a fake shadow.
but it is useful ; with different maps it can give nice effects
i already post request to dirt map ; but AO is simple solution and i think maxwell team can add it like in other softwares

Re: Ambient occlusion

Posted: Tue Oct 13, 2015 4:48 pm
by eric nixon
We need ambient occlusion to mask/define dirt in crevices (or by flipping the normals, we can get dirt on edges). Currently we have to bake AO as a uv-map, which is not practical for complex models. (i.e. bevelled geometry)

A complete procedural dirt shader would be nice, but we can mix up our own dirt shader if only we had access to AO as a mask, in MXED.

Re: Ambient occlusion

Posted: Tue Oct 13, 2015 5:06 pm
by carbon
if i may join the discussion, AO is useless. but surface curvature texture would be very nice
http://meshlabstuff.blogspot.cz/2010/03 ... h-and.html

Re: Ambient occlusion

Posted: Thu Nov 26, 2015 12:14 am
by Anders Peter Amsnæs
+1