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AO pass on textured object


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I cannot get the Ambient occlusion pass to work with a geometry object that has a material assigned (a multiple texture)

This is what I did:

When I add a Light Template to the scene, and assign the Global Illumination shader to the light shader of the light template instance, the viewport becomes blank (as it should).. But the render of my textured object is still shown the texture and not the AO pass.

How come?

thanks..

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thanks for your reply

okay, so how would I create such a pass then? I need an AO pass without textured shaders for comp.

One way is to create a take which sets everything to use the occlusion material. If all your materials are assigned at scene level that is easy (select all your objects and use the parameter editor to change them all at once). If some of your materials are assigned at the geometry level using a material sop then it gets much more complicated. You don't need your gi light for this method.

Another way to do it is to keep your gi light and export an extra image plane, export the variable Cl (you'll need to type it I think its not in the drop down) and enable per light export. You should get an occlusion pass as an extra image plane.

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