kensonuken Posted April 16, 2009 Share Posted April 16, 2009 I am trying to work on feathered chars and I need to calculate occlusion on top of it. I believe opacity maps can be used for the feathers but how about occlusion for these? do we need to multiply occlusion with Opacity maps? or is there anyway to calculate occlusion with transparency? I have very limited render power and short deadline. So i need something which can be fast enough but not using the classical ways of using dome of lights for occlusion on transp objects with dsm. Please suggest me a way.. Quote Link to comment Share on other sites More sharing options...
aracid Posted April 16, 2009 Share Posted April 16, 2009 Hey there are u referring to ambient occlusion? cause that can handle transparency Quote Link to comment Share on other sites More sharing options...
kensonuken Posted April 16, 2009 Author Share Posted April 16, 2009 yeah Im thinking how to consider the transparency in while calculating the occlusion.... I mean in general occlusion doesnt take opacity maps ... But would like to know any way to consider opacity maps for occlusion... Quote Link to comment Share on other sites More sharing options...
aracid Posted April 16, 2009 Share Posted April 16, 2009 yeah Im thinking how to consider the transparency in while calculating the occlusion.... I mean in general occlusion doesnt take opacity maps ... But would like to know any way to consider opacity maps for occlusion... hey man will this work for u ? Quote Link to comment Share on other sites More sharing options...
kensonuken Posted April 16, 2009 Author Share Posted April 16, 2009 Isnt irradiance is more expensive than just AO? Quote Link to comment Share on other sites More sharing options...
SpencerL Posted April 16, 2009 Share Posted April 16, 2009 (edited) Isnt irradiance is more expensive than just AO? Unfortunately the Occlusion VOP does not have "Transparent Occlusion" as an option. But, the occlusion() vex function does. You can the set the sample filter argument to be "opacity". vector occlusion(vector P, vector N, "samplefilter", "opacity") Edited April 16, 2009 by SpencerL Quote Link to comment Share on other sites More sharing options...
rendertan Posted April 16, 2009 Share Posted April 16, 2009 (edited) Hi I thought i could add some ideas, some time ago i found this "start to finish feathers solution" by Mark Newport, on the NCCA page, for a competing software package (Maya). It was comprised of a mel script to generate curves on a surface and animate them iirc, as well as a (renderman) procedural generator to generate the actual feathers, plus shaders for them and slim templates. There were a couple of nice videos as well, but can't seem to find them atm. Thesis User Guide Feathers Solution code NCCA Bournemouth has some interesting papers and occasionally code. On the particular topic, occlusion for feathers, there was a thread at the 3delight forums a while ago about hair rendering, that had an occlusion implementation meant for hair/fur systems, by Luke Emrose, based on a paper by Ivan Neulander and Michiel van de Panne: Rendering Generalized Cylinders with Paintstrokes The particular post is here , post #6, perhaps it helps. Edited April 16, 2009 by rendertan Quote Link to comment Share on other sites More sharing options...
brianburke Posted April 18, 2009 Share Posted April 18, 2009 Hi kensonuken. I def. agree with SpencerL on the occlusion function. One thing that tends to work really nicely with high frequency geometry like hair, feathers, plants, etc is baking. If you can bake down any of your occlusion calculations to textures or point clouds, you'll save yourself a lot of time in the render and prevent nasty flickering artifacts from the raytracing. I've found you can get away with baking occlusion even on deforming characters, because the direct illumination and coloration on the fur/feathers adds plenty of detail on top of the occlusion. Quote Link to comment Share on other sites More sharing options...
kensonuken Posted April 19, 2009 Author Share Posted April 19, 2009 hey thanks alot guyz.. Quote Link to comment Share on other sites More sharing options...
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