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Bake That Occlusion ! shader


rob

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Hi guys ,

Im in the process of building a baking tool for occlusion. I wanted to bend the shipping occlusion vop to my will :) . Of course when baking out a UV set you need to make sure face forward is turned off . My inner code is somewhat of a hack

vector $myP = $isconnected_P  ? $P: P;
vector $myN = $isconnected_N  ? $N : normalize(frontface(N, I));

if($facefwd) $myN = vop_frontface($myN);

$occlusion = occlusion($myP, $myN, "bias", $bias,
		"maxdist", $maxdist, "samples", $samples,
		"scope", $scope, "categories", $categories,
		"environment", $envmap, "envobject", $envobj,
		"envtint", $envtint, "background", $bgcolor , "angle" , radians($coneAngle), "filter " , "point");

I just wondered if this approach to hacking the vop code looks good or is my code causing issues with longer rendertimes

I've mostly got the occlusion baking tool working fine , but seems to take an age to run the render from the execute to finished frame

Render Time: 7.987u 0.358s 54.70r

Memory: 174.78 MB of 192.69 MB arena size. VM Size: 518.44 M

Thoughts ?

post-1566-1246521423_thumb.jpg

post-1566-1246523629_thumb.jpg

Edited by rob
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Not sure what inputs are going to the inline vop, but why the frontface() calls?

Also, unless you have a reason not to, I'd look at the second version of occlusion() which returns a float.

cheers,

Michael

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