How to add ambient occlusion in basic smoke shader?

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Heya folks,

Anyone know how to add an ambient occlusion pass into the basic smoke shader for pyro. Seems relatively easy to do with a mesh, but when it some to pyro, I'm baffled. I would like to output that as a seperate image plane. Thanks.

Cheers,
Jebus
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You take the ambient occlusion node and plug it in the diffuse port of the shader. Oh wait, that was another software…
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OneBigTree
You take the ambient occlusion node and plug it in the diffuse port of the shader. Oh wait, that was another software…
not really that different, you can use Occlusion VOP, multiply by opacity and export as separate image plane

however personally I would avoid that as AO is very oldschool technique and you can get much better and quicker results if you just add Environment light and use per light exports to get individual image planes
and if you really want you can switch Env Light to AO mode, but I would stay in Direct Lighting mode with nice HDR
Tomas Slancik
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Method Studios, NY
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