Re: HDR \ AO pass

Date : Thu, 18 May 2006 18:37:01 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: HDR \ AO pass
Hi Chris,

here´s a nice article from Harry Bardak,

http://perso.wanadoo.fr/harry.bardak/TDlove2006.htm

He´s been posting some quite good tips here (I realized
when I just searched the archives).

Cheers

tim


----- Original Message ----- From: "Manny Papamanos" <mpapama(at)Softimage.COM>
To: <XSI(at)Softimage.COM>
Sent: Thursday, May 18, 2006 6:11 PM
Subject: RE: HDR \ AO pass



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


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