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motorsep
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Post by motorsep » Mon Sep 18, 2006 5:09 pm

Thanks. Actually before I started with Indigo, I read Radiance's tutorial :D
But how could you possible setup AO with indigo?! All it says is that Sunlight in Blender is interpreted by Indigo exporter as sun/physical sky.
There is a quotation from the document: "Indigo does not need any render parameters like GI samples, AO samples, AA samples, Soft shadows,
etc, and complicated lightning setups to achieve realistic results."
So I am thinking of Blender's internal render since Scorpius mentioned AO.

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manitwo
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Location: Tirol - Austria

Post by manitwo » Tue Sep 19, 2006 9:51 am

well ... afaik GI is an effect not a trick, radiosity fakes GI so radiosity is a trick... even MLT is a trick(a very good and accurate :lol: ).
But i'm sure you know that 8)
AO would be wonderfull as shader for example for statues or something.

sprocket
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Post by sprocket » Wed Sep 20, 2006 10:04 am

Isn't using an background light (or 'fake' skydome with an emissive hollow sphere) without any other lights pretty much the same as AO?
I mean thats what you could do if you want a separate AO pass. In programs without a specific AO shader, thats the light setup, being pretty much what an AO shader does...I think :shock: :D

Though Indigo renders are sooo nice already :roll: :D

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manitwo
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Post by manitwo » Wed Sep 20, 2006 10:30 am

Quote from wikipedia:
Ambient occlusion is most often calculated by casting rays in every direction from the surface (....) As a result, points surrounded by a large amount of geometry are rendered dark, whereas points with little geometry on the visible hemisphere appear light.
GI from a sphere and AO are comparable but not the same 8)
AO could be used to simulate dirt in small scratches or holes.
This picture was rendered with the dirtynuts plugin for c4d wich uses afaik a modified ambient occlusion code:
Image

Edit:/ Found this link today:
http://www-viz.tamu.edu/students/bmoyer/617/ambocc/

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