|
Since I had this stranges straight lines I´ve never
used XSI´s AO again. Nothing beats Dirtmap for me.
P.
----- Original Message -----
Sent: Friday, October 21, 2005 5:31
PM
Subject: Re: Dirtmap and XSI5
Sometimes I just need to be kicked.
Thanks
Peter
On 10/21/05, peterb
<peter_b(at)skynet.be> wrote:
I
just did a few quick tests and dirtmap for the most part is a tiny bit
faster. I did a shaded scene with dirtmap and XSI_AO plugged into the
diffuse. And an actual AO pass with both. I kept the scene itself really
simple. Same shader on all objects. It was a little difficult to get the
shaders to look exactly the same though.
Dirtmap - shaded /
8.31s | AO / 5.07s XSI AO - shaded / 9.21s | AO
/ 5.96s
What was a little weird to me though was that if I plugged
them into a mix_2_colors node to use the weight to toggle which one is
being used the render times doubled and made the times closer
together. Almost identical times.
makes sense doesnt it?
the mixer is not an on/off switch. It mixes
results of both inputs.
In your case, both the dirtmap and XSI AO got
calculated, which explains the doubled rendertime, and the identical times
regardless of which one you'd see.
rather use a mix8colors and turn on or
off color1.
On 10/21/05, guillaume laforge <guillaume.laforge.3d(at)gmail.com> wrote:
I tried your setup Alan, thanks to share it :-)
The first thing I tried is the occlusion area shadow like in
Renderman. Unfortunately there are artifacts like with dirtmap
:-(.
Too bad :-/
Guillaume
2005/10/21, Alan Jones <skyphyr(at)gmail.com>:
If
you want to get a basis direction with the built in one - plug
XSIAmbientOcclusion into a bumpmap node's input. Put the basis vector
into the bump input.
Cheers,
Alan.
On 10/21/05, guillaume laforge <
guillaume.laforge.3d(at)gmail.com > wrote:
I don't think the XSIAmbientOcclusion shader is slower. In fact
I think they are very similar. With same number of samples, same
spread and same attenuation it is the same look and same render
time. To compare the "far attenuation" parameter of the dirtmap you
must set the "Maximum distance" of the XSIOcclusion shader to the
same value divided by 2.
There is no "basis vector" parameter in the XSIocclusion
shader but you can drive the occlusion with an incidence light
pluged in the Dark color.
But with mr 3.4 the final gathering is a very good option for
ambient occlusion ;-).
Cheers,
Guillaume Laforge
CG artist | Jr Td
2005/10/21, Stefan Andersson <sanders3d(at)gmail.com>:
kewl,
that was what I needed to hear :)
/stefan
On
10/21/05, Andi Farhall < andi(at)clear.ltd.uk> wrote: > Dirtmap
works well here in 5. I agree about the built-in
one > > > > -----Original
Message----- > From: Stefan Andersson [mailto:
sanders3d(at)gmail.com] > Sent: Friday, October 21, 2005
1:07 PM > To: XSI(at)Softimage.COM > Subject: Dirtmap and
XSI5 > > Anyone used Dirtmap with XSI 5? I haven't
tried yet but was wondering > if anyone has tested it yet?
The builtin ambient occlusion shader > doens't really do the
same job, and it's slower :) >
--- Unsubscribe?
Mail Majordomo(at)Softimage.COM with the following text
in body: unsubscribe
xsi
-- -gc
-- -gc
|