Global illumination using ambient occlusion.
Global illumination.
Date Created:Friday December 29th, 2006 03:41 AM
Date Modified:Wednesday July 30th, 2008 08:52 PM
1) first open the parameter spreadsheet Op Mask: *shop* Op Filter: Any SOP Parm Mask: quicksurface 2) change all parameters to /shop/v_clay assuming you have VEX clay shader with difuse set to .5 .5 .5 3) back to Parameter Spreadsheet Op Mask: * Op Filter: Object: Geomety Only Parm Mask: lightmask 4) change all parameters to * 5) create a light call it gi_light 6) make a shader VEX Global Illumination Irradiance to Ambient Occlusion Global Tint to 2, 2, 2 Background Color to 1, 1, 1 7) Illumination tab> SHOP light change to v_gilight1 8)Go to the mantra for rendering gi pass specific tab> Irradience Caching, check on Quantization to 32 bit float
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Global Illumination by Dan Lynch
is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License
Based on a work at www.3daet.com
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