In V5 this is indeed true. V6 should fix this quite well.@Timo: It is possible to render in one pass indeed. But (I'm not sure, didn't test) I got the impression that it took much longer to render everything in one pass.
AO's 'real' use is as an additional light, often replacing the ambient light: used this way it doesn't kill the highlights. What you're describing is more like a dirt shader, although the actual shader works in pretty much the same way (a dirt shader's effect is a tad bit more localized). Naturally it's just a tool that should be used in whatever way gets you the best results. I find rendering passes and balancing/masking them in Gimp to be extremely effective.Another thing is that mixing the effect too strong isn't nice. And I paint a mask in Photoshop to use the effect only in certain areas. where a pavement meets the street, the dirt effect is nice. It's as if the objects "melt" together. But in other areas it can be a rather strange effect. Some corners that catch a lot of light sometimes need to stay bright. As the AO effect darkens every corner you can't do without manual adjustment. One might avoid that by using the effect only on certain objects, but in my case the scene is too complicated to make such a setup. So rendering AO at full strength and then reducing it a mixing stage suits me best.
Sure thing, I'll do it this evening (and add it to the wiki). I'll try to finish the V6 AO shader as well.Timo! Could you give a simple example scene where there is
channels and fileformat ready made. Multipass rendering is still too complicated for me Smile
Timo wrote:In V5 this is indeed true. V6 should fix this quite well.@Timo: It is possible to render in one pass indeed. But (I'm not sure, didn't test) I got the impression that it took much longer to render everything in one pass.
The reason i was thinking of is that V5 AO is basically the same as one bounce GI, it just ignores the calculated hit surface illumination. It also has huge problems with reflections/refractions.arjo wrote:I now remember why it renders faster in a separate pass. I render the AO straight forward without any postblur. With some antialias it's smooth enough.
I blur it in Photoshop. Blur in PS is not as sophisticated as Realsoft blur but as it is only used as a multiply layer in photoshop, it doesn't really destroy details in the image.
Neico wrote:Hi Arjo .... the image above AOpass.jpg .... was camera flashlight at 50% ... and also the ground surface at lower left seems to me to have a bump treatment. In your post to the list you recommend no materials but I guess you are happy enough with bumps.
Timo wrote:AO could still be made immensely faster by using a separate process for it, for example using OGL rendering with an irradiance cache/photon map type solution.
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