Hi folks,
I´m currently trying both mib_ambient_occlusion and the
XSI 5.01 XSIAmbientOcclusion shader as a lightshader
(e.g. sampling an environment texture) as described here,
http://www.lamrug.org/resources/doc/occlusion_tutorial.pdf
setup basically similar to pages 9 and 19, exept that I use
a tiny 8bit file to reduce the amount of sampling rays
required for clean results, also because I don´t have
access to a fully functional *.exr creation/manipulation app.
the results are quite fine allready (Thanks again to Harry Bardak)
but now I´d like to improve the tonemapping between Bright
color and Dark color, like using a gradient/curve to soften the
effect in heavily occluded areas *without* simply turning up
the Dark color value. Is there a way to do this without piping
a colorcorrection node inbetween the AO_out and (material)ambient?
I don´t want to chop into my tonalrange by stretching things out
but would like to have extra steps...or is there enough room for
CC in the rendertree (e.g. 32/64bit calculation)?
To get an idea what I look for, please compare the images of
mib_fg_occlusion and mib_ambient_occlusion on page 19
of the above *.pdf (Thanks for putting it together guys!).
You´ll notice the FG occlusion looks more *elegant* compared
to the mib_occlsion looking like it´s been *autocontrasted*.
Any help appreciated, as I said, my results are rewarding allready
(given my level of experience and ressources) but I still try to improve...
Cheers
tim
environmet
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi