viezel Posted October 29, 2010 Share Posted October 29, 2010 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.. Quote Link to comment Share on other sites More sharing options...
symek Posted October 30, 2010 Share Posted October 30, 2010 Global Illumination light doesn't replace any shaders in your scene. It adds illumination effect to any surface lit by the light, thus all textures stay on place. Quote Link to comment Share on other sites More sharing options...
viezel Posted October 30, 2010 Author Share Posted October 30, 2010 thanks for your reply okay, so how would I create such a pass then? I need an AO pass without textured shaders for comp. Quote Link to comment Share on other sites More sharing options...
Peter Quint Posted October 31, 2010 Share Posted October 31, 2010 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. Quote Link to comment Share on other sites More sharing options...
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