Archive for the ‘ambient occlusion’ Category

I ran into a scene where I wanted to render an ambient occlusion (AO) pass, but certain objects were using transparency maps as cutouts. So when I rendered the AO pass, those objects with transparency maps turned out solid…not the desired result.

Disclaimer: This is some-what of a half solution for AO with transparencies. AO works based on geometry proximity and does not take into account mapping. So this solution is an approximation. With that said, lets take a look at AO with transparencies.

I’m going to explain how you can render an AO pass while keeping the transparency of certain objects, just using the mental ray and A&D shaders. The example I’m using here is a tree textured with A&D materials.

The leaves on the tree are simply planes, but when rendered you see the leaves, because the planes have a alpha-map of the leaves in the cutout slot of the A&D material.

When you render an AO pass (click here to go to my AO in mental ray posting), the transparency on the leaves go away and the occlusion shows the planes. Of course this is not what we’re wanting.

So to render an AO pass with transparency, there are regular objects and there are the objects that we want with transparency. So we will need 2 AO shaders. The first is my regular AO shader, and the second is one with transparency. There is a trick to creating the AO shader with transparency. I create a mental ray material, and in the first slot I insert a mix map. In color #1 I insert a “material to shader”. That shader is an A&D material, where I turned up the refraction to 1.0, the IOR to 1.0. For color #2, I use my regular AO shader, and for the mix amount, I use the leaves transparency map to mix the AO with the 100% transparent A&D shader.
When I render my AO pass the easiest way to do this is plugging in the AO material into the material override in the Processes tab of the Rendering Settings. But it’s not enough to insert the AO material with the transparency into the material override, because we also have regular objects that shouldn’t render with the leaves transparency. To overcome this problem I create “Sub-Object” material shader, with ID 1 being the regular AO shader and ID 2 being the AO shader with transparency. I plug the Sub-Object material into the material override.
Then I select all of the objects in my scene (in this case it’s the tree trunk), and apply a material modifier to assign the material ID to 1. Then I select my leaves in the scene and also apply a material modifier, and set the ID to 2.

Presto, the scene is ready for an AO pass with transparencies!

If you have several different transparency maps in one scene, you will have several AO shaders for each transparency, and put them all into the Sub-Object material, then you will need to apply the material modifier with the correct ID to each object for it’s respective transparency maps.

There are several ways to render out an ambient occlusion (AO) pass in max with mental ray. However some AO setups require environment changes, and don’t always work with interior scenes. I will explain how to get an AO pass that always works. For those of you who don’t know what AO is, it’s a method of creating soft shadows in corners where objects meet. It adds an extra sense of reality.

Ambient Occlusion Pass for interior without windows

Create a new mental ray shader. Insert the Ambient/Reflective Occlusion map into the diffuse slot, and put a value in the max distance of the AO map.

In your render settings under the Processing tab turn on Material Override and just click and drag the AO material into the blank material slot under Material Override. Now all of your materials in your scene will use this AO material, even though they still have their own shaders applied to them. Before you render, turn off FG, GI and turn off your exposure. If you don’t do this you will get a black rendering. All of these settings will not be lost.

straight render pass before AO is added

Final composite of AO and beauty pass combined

The nice thing about this process is you don’t have to turn off or delete any lights in the scene, and you still keep all of your materials intact. When you are done rendering the AO pass just turn back on FG, GI, and your exposure…all of your settings will still remain. Also don’t forget to disable the Override Material before you go back to rendering your beauty pass.