What about the ctrl_occlusion shader? The adaptive sampling can be nice.
-- Alan
On Thu, Feb 28, 2008 at 1:36 PM, Vincent Fortin
<vincent.fortin(at)ubisoft.com> wrote:
> For the records, I found this:
>
> To speedup rendering, ambient occlusion caching may be enabled with the "ambient occlusion cache" string option. If caching is turned on, several preprocess passes are computed. In the first pass, some ambient occlusion points are created on a coarse grid. Subsequent passes refine the grid adaptively. The density of the grid is identified by the "ambient occlusion cache density" string option which gives the upper bound to the number of ambient occlusion points per pixel.
>
> During tile rendering, ambient occlusion is interpolated from several ambient occlusion points closest to the lookup location. The number of points used for interpolation is given by the "ambient occlusion cache points" string option. The default value is 64.
>
> Ambient occlusion caching is disabled by default.
>
> It seems that I haven't tested all available solutions already (I was reading about mib_fg_occlusion lately) that this one is coming down the pipe. Good news for sure but I haven't seen anyone making good use of it so far.
>
>
>
> ________________________________
>
> From: owner-xsi(at)Softimage.COM on behalf of Guillaume Laforge
> Sent: Thu 28/02/2008 16:00
> To: XSI(at)Softimage.COM
> Subject: RE: mib_bent_normal
>
>
>
>
>
>
> > Oh and since you're here do you have any more info about occlusion caching
> > in 3.6? (I'm cross-threading a bit here)
>
> No more info than this link : http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=10088633
>
> Cheers
>
> On Thu, 28 Feb 2008 15:28:27 -0500, "Vincent Fortin" <vincent.fortin(at)ubisoft.com> wrote:
> > Ok I guess I can handle that, thanks! It's surprising that such a time
> > saver isn't available out of the box.
> >
> > Oh and since you're here do you have any more info about occlusion caching
> > in 3.6? (I'm cross-threading a bit here)
> >
> > ________________________________
> >
> > From: owner-xsi(at)Softimage.COM on behalf of Guillaume Laforge
> > Sent: Thu 28/02/2008 15:22
> > To: XSI(at)Softimage.COM
> > Subject: Re: mib_bent_normal
> >
> >
> >
> >
> > It is already there but you will need to write the spdl.
> >
> > The file is here :
> > C:\Softimage\XSI_6.5\Application\phenolib\include\base.mi
> >
> > Info to create the spdl : http://www.harrybardak.co.uk/TDlove2006.htm
> >
> > Cheers
> >
> > --
> > Guillaume Laforge | La Maison
> >
> >
> > On Thu, 28 Feb 2008 14:51:52 -0500, "Vincent Fortin"
> > <vincent.fortin(at)ubisoft.com> wrote:
> >> Hello,
> >> I want to render environment sampling without raytracing.
> >> Where can I find mib_bent_normal?
> >>
> >>
> >>
> >
> >
> > -
>
>
> ---
> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
> unsubscribe xsi
>
>
>
---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi