This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
the model is lighted from underneath, but the occlusion is as lighted from above, i guess i could flip my model upside-down for the occlusion pass but that seems odd method to me
ambient occlusion is created from the models geometry not a light source that is way I said show us a shot a sreen shot to see if we can help..........dave
i think i understand the problem then, i have a white floor under the model to reflect light up onto it, on the occlusion pass i guess this is actually making some areas darker
i think the problem is misunderstanding ambient occlusion... which creates contact shadows when one object is close to another. you can turn off ambient occlusion on specific geometry. would this be helpful to you?
if you want to have an object not occlude itself.
select the geometry, create an attribute called "miLabel" then in the ambient occlusion node you will see an attribute called id nonself. I think (can't really remember) but if you set both these attributes to the same value, the geo will not occlude. i could be wrong about the values, so i would just play around with the settings.
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