Re: Re[4]: HDR \ AO pass

Date : Sat, 20 May 2006 11:52:52 -0500
To : XSI(at)Softimage.COM
From : "Adrian Lopez" <liquidlightdigital(at)gmail.com>
Subject : Re: Re[4]: HDR \ AO pass
My question is how does one handle transparent surfaces with AO, which only render solid in an AO pass, thus yielding and inaccurate and useless AO render.

Adrian L.


On 5/19/06, Tim Leydecker <BauerOink(at)gmx.de> wrote:
Hi Chris,

open the XSI help and search the index for HDRI.

Have a look at (especially) the entry >HDRI, lighting a scene with

For free (non-commercial use) HDRI images for testing,
search google for Paul Debevec, you´ll find several *.hdri
images somewhere on his site(s). To get the best out of
those, have a look at hdrshop.exe (also somewhere on
his site, or linked). The version 1 is free for non-commercial
use as well.

Cheers

tim



----- Original Message -----
From: "Chris" <walksfar(at)netscape.ca>
To: "Manny Papamanos" <XSI(at)Softimage.COM >
Sent: Friday, May 19, 2006 4:34 AM
Subject: Re[4]: HDR \ AO pass


> Hello Manny, wait, so your saying render out a regular pass, then
> render out just a pass with HDRI and (no adding the AO yet) comp the
> two together but making sure that HDRI is OFF on one of the passes?
>
> Christopher
>
>
> Thursday, May 18, 2006, 12:59:59 PM, you wrote:
>
>> HDR PASS is the base image in the attachment it is made with New
> Pass>>>Image Based Lighting, add uses an HDR image, you can find an hdri
>> map on the net... You must Enable Final gathering in the render
>> options/region opts.
>> Many may start their "beauty" pass with a conventional ray trace pass
>> with lights and traced shadows...
>> Then add the HDR pass = Image based lighting pass with an HDRI
>> environment map.
>> Then add AO.
>
>> 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 12:39 PM
>> To: Manny Papamanos
>> Subject: Re[2]: HDR \ AO pass
>
>> 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
>
>
>>> ---
>>> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in
>>> body:
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>
>
>
>
>
>
> --
> Best regards,
> Chris                            mailto:walksfar(at)netscape.ca
>
> ---
> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
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