Re: tuning ambient occlusion dark/bright input using a custom curve?

Date : Mon, 1 May 2006 09:22:26 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: tuning ambient occlusion dark/bright input using a custom curve?
Since you folks have been so helpful in getting me on the
way with XSI, FG, AO, Postlighting and the FX tree,
I thought I should share a simple sample comp showing
how you can use environmentsampled AO, SSS and a
broad specular (layer) to get controlably good results easily:

*use the default fast_skin subsurface shader, assign it to all sceneobjects,
as a guide, each object should be roughly in the 10-50 defaultunit scalerange
(so you get a well pronounced SSS effect by default). render with lights:

*add some shadowcasting light, in the example, there´s one pointlight
outside and one spot inside, turn down shadow umbra to 0. intensities
probably in the upper 1 ranges.

*add a pass with low to zero ambient, broad specular, this will be the
pass that influences the fill (bouncelight) for the shadows. render with
the same light and shadow.

*add a XSIambientocclusion pass, pipe the node into the ambientslot
of your material (I use a drag&drop material on the backroundpartition
in each pass) and turn up ambience all the way to 1. take any 8bit image
(~128x64px) and assign it as an environment to that pass. Select the
"sampled environment" option in the XSIambientocclusion, set range
to ~50 (large, ahem), sampling to 32 to start with. to reduce grain
you add samplingrays (up to 128 probably) and make sure the texture
is heavily blurred. If you get extrem burnt out lights, remove them,
turn them to zero or check wether you have specular and diffuse
set to a highvalue (in your material), swap with a lambert for a test.

Sample photoshop 7 comp, 4.1 Mb, 640x480, play with the layer(mode)s:

www.hafenlola.com/downloads/Ley_buddy_layers.psd (mind _underscores)

Cheers

tim


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