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How do?
Though I'd chuck my two-pence into the ambient occlusion struggle with POV.
After looking and playing with radiosity solutions for AO, I found the results
to be lacking something. It didn't really square up to the proper AO offered by
the more expensive renderers.
So I was thinking that the AO pass is really just white objects that collect
light from a whole load of angles to give a nice approximation of occlusion.
Thus, armed with a trusty dragon model, I tried simply rendering (in this case)
350 frames with one light source rotated about the main object. I then averaged
these frames using Image Stacker and multiplied the AO output with the textured
render.
Seems to work, but take bleedin' ages!
Standard render
http://i53.photobucket.com/albums/g69/aspule/DragonNoOcc.jpg
Ambient occlusion pass
http://i53.photobucket.com/albums/g69/aspule/DragonJustOcc.jpg
Final
http://i53.photobucket.com/albums/g69/aspule/DragonOcc.jpg
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