Hello Manny, I see your example, but how do you setup a HDR pass can
you even ? Or in those examples do you have a HDR image as a
enviroment then just render it out, then create a AO pass?
Christopher
Thursday, May 18, 2006, 12:11:53 PM, you wrote:
> 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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Best regards,
Chris mailto:walksfar(at)netscape.ca
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