Actually, you don't even have to use the connection editor if you don't want to! Okay, get an mib_ambient_occlusion node (in mental ray nodes), and then the RGB to Luminance Utility.Originally posted by ben hobden
hi Donnie. I wanted to give this a go, but Im no expert with the connection editor and maya utilities. Ive just gone to connect the rgb to luminance utility the amb_occlusion, and I cant see the 'out value' on the rgb to luminance side of the connection editor, but no 'value' on the amb occlusion side. Am i doing it wrong?
Mine did, too...no worries, just increase your Max Distance to about 15 or 20. That did it for me =) Let me know how it turns out!Originally posted by ben hobden
Hey, yeah, i did it.
Cheers donnie. Although I had no ambient light in the scene. Had several area lights plus image based lighting. It came out very dark. Im working on something else but I thought id just have a go at this. I put it on the blinn shader on the body. Came out very dark..
Oh, and your samples should be no less than 32 (increase as necessary)Originally posted by DonnieBrasco2069
Mine did, too...no worries, just increase your Max Distance to about 15 or 20. That did it for me =) Let me know how it turns out!
Lighting and rendering are the DEVIL =) This Ent scene was a particular pain because the dock is supposed to be on the far side of the planet (so no sunlight). Arg...it took me awhile to get this combo of point lights and spotlights tuned just right. Global illumination also helps a lot, but adds to render time of complex meshes. A single render of this scene on my comp takes 40 minutes.Originally posted by ben hobden
hey donnie, just thought, not sure if i got back to you on this occlusion test. not had alot of spare time,and been trying to progress on my dragon scene with what time i have had.its getting to the point where ive spent so much time looking at it (my scene),its really starting to annoy me.,want to move on. but will try and keep this occlusion in mind. am thinking i need to work more on my lighting and rendering in whatever i do next. the enterprise is looking really cool.very professional
It's subtly bumped...you can see from where the part lines pick up the light. I didn't want to make a huge bump because I was going for a smoother look. Not doing any displacement...I'm not very good with it yet and don't see it being very useful here. Not sure what 'normal' means. The face normals are all facing the proper direction. Is that what you mean?Originally posted by ben hobden
are you gonna bump/normal/displace any of this?