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OOC, what exactly is the ambient occlusion pass used for? After all, the
global illumination effect should already be accounted for by the
radiosity pass.
AFAIK, in shader-based render engines, AO is used to get self-shadowing
right, and/or to /fake/ global illumination.
So I guess what you're doing there is actually just deepening the
shadows for artistic effect, and might better be served by tone mapping.
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