Global Illumination
eharetea

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



Downloads:
Download: global.txt 661 B

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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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