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Is there a way to get the occluded result of a geometry in shaders?


magneto

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Hi,

 

I want to get the normalized occluded result of a geometry in a shader so that I can use this to drive other things like apply a noise and filter the dark areas for example.

 

Something that looks like this:

AO_128_L_Persp_Close.png

 

I tried Occlusion VOP but didn't really get anything close to this.

 

I want to be able to filter the obstructed areas in the geometry.

 

 

Thanks :)

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I see what you mean with the artifacts, probably coming from the surface normals. A good alternative to the occlusion node is to use a white diffuse material on the objects in the scene and the default environment light. It should come out something like this, just did a quick test with an old project with lots of geometry.

post-4703-0-99655000-1422463669_thumb.pn

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Thanks Luke. Can this be done inside a shader though? Because I need the color/grayscale value to drive other things, for example a ramp or other procedural textures where I could isolate certain areas like the dark areas for example.

 

So I want my shader to handle this internally. I still need to check the links Robert posted, just didn't have much time yet.

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