Pretty straight forward...
Usually use HDR as an environment map.. that way objects pick up fine
detail/color levels in their reflections. You can also use HDR images
with New Pass>Image Based Lighting this is combined with FG so the
"lighting" comes out of the HDR map for photoreal results.
Use the AO pass to add subtle shadow hints in comp that FG or trace
don't pick up, use this as a grey mask for a black base color when
comping. Test this on a grid and sphere on top of it, add it to a group
and put the AO shader on the group or make a pass.
I have tested these two methods on my spare time and have attached an
image as an example;)
Manny Papamanos
CREATE>SOFTIMAGE>XSI
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Chris
Sent: Thursday, May 18, 2006 7:55 AM
To: XSI(at)Softimage.COM
Subject: HDR \ AO pass
Hello, anyone know where I can get info on setting up both of these
kinds of passes? I have been searching 'the base' and other resouces
just to find deadlinks.
Christopher
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
body:
unsubscribe xsi
Attachment:
amb_occlusion.jpg
Description: amb_occlusion.jpg