Re: blob shader and ambient occlusion

Date : Mon, 28 Aug 2006 13:50:28 +0200
To : XSI(at)Softimage.COM
From : "guillaume laforge" <guillaume.laforge.3d(at)gmail.com>
Subject : Re: blob shader and ambient occlusion
>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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