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>Any tricks that anyone can share with me?
A good old "depth map based occlusion" should do the job. Create a dome of spot light with shadow and shadow map on. More lights and/or big shadow map size will give better occlusion map
but longer to render. Try with something like 50 spots and a size of 256 to start. Put a white color on your ptype and that's all.
Cheers -- Guillaume Laforge freelance TD | cg Artist my new blog !
http://vol2blog.blogspot.com/
On 8/28/06, Eric Deren <eric(at)dzignlight.com
> wrote: Three related questions -- I'm trying to:
a) get the blob shader to color it's surface based on ambient
occlusion -- plugging dirtmap or XSI AO into the color node of the blob shader doesn't seem to work for me.
and b) get other materials in the scene with ambient occlusion to respond to the presence of a nearby blob-shaded particle system. Seems
that everything but the unseen bounding box of the particle renderer is invisible to AO.
Also related to (b), how do you get AO to NOT respond to the bounding box of a particle shader (blob or regular shader)?
Any tricks that anyone can share with me?
Thanks!
-Eric
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