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AO with shader, no lighting


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#1 dark_cry

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Posted 14 July 2012 - 12:36 PM

hi all, i built simple shader to get nice AO without lighting and getting wierd result. I'm new in Houdini and this is my first try to render the scene. Please SOS...

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#2 dark_cry

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Posted 14 July 2012 - 12:41 PM

this is the scene file

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#3 jkunz07

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Posted 14 July 2012 - 02:53 PM

View Postdark_cry, on 14 July 2012 - 12:41 PM, said:

this is the scene file


The background color of the ambient occlusion should be 2 if you want to get pure white and are planning to multiply this onto another pass.

The black areas are happening because those normals are reversed
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#4 dark_cry

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Posted 14 July 2012 - 02:59 PM

View Postjkunz07, on 14 July 2012 - 02:53 PM, said:

The background color of the ambient occlusion should be 2 if you want to get pure white and are planning to multiply this onto another pass.

The black areas are happening because those normals are reversed
But i tried to reverse the normals but no effect:(

#5 jkunz07

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Posted 14 July 2012 - 03:03 PM

View Postdark_cry, on 14 July 2012 - 02:59 PM, said:

But i tried to reverse the normals but no effect:(

I'm guessing that reversed all the normals - you would have to manually select the faces/points that have reversed normals and then reverse only those to fix the problem.  From my experience that's part of the problem of working with download geo, there's always stuff like that you have to fix.

You could pull the max ray distance all the way down to something like 0.1 but then you don't have a very effective AO pass.
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#6 anim

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Posted 14 July 2012 - 03:48 PM

usually you can use Front Face VOP to N input to force normal to point towards camera for back facing primitives

but because Occlusion VOP is doing this by default when nothing is plugged to N, just leave the N input unconnected and you should be ok
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