In Karma, How do i get an ambient occlusion render pass?

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Is it possible? I can't find anywhere. I don't need AO for Shader. I need it for global scene.
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On the Karma Render Settings node, enable "Simplified Shading" to switch to a global ambient occlusion mode. Note that Display color still tints the scene, so you might need to block the attribute on the geometry to get a gray render if the attribute is present.

Edit:
It doesn't seem to enable AO for XPU though, instead it renders a simple version of the scene without shaders and headlight only.
Edited by jsmack - Oct. 29, 2022 17:36:16
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jsmack
On the Karma Render Settings node, enable "Simplified Shading" to switch to a global ambient occlusion mode. Note that Display color still tints the scene, so you might need to block the attribute on the geometry to get a gray render if the attribute is present.

Edit:
It doesn't seem to enable AO for XPU though, instead it renders a simple version of the scene without shaders and headlight only.
Thank you. Yeah, it looks like it might work, but Karma defenetely needs more better way of AO
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Better than checking a box?
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Better than checking a box?
Yes. It is a super global and I need more control. For example, I need AO only between objects and a ground and not AO of self produced ground.
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jsmack
Better than checking a box?
Yes. It is a super global and I need more control. For example, I need AO only between objects and a ground and not AO of self produced ground.

That sounds like you need to write a custom shader.
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jsmack
Better than checking a box?
Yes. It is a super global and I need more control. For example, I need AO only between objects and a ground and not AO of self produced ground.

That sounds like you need to write a custom shader.
This sound you should avoid write answer here.
Edited by papahh - May 23, 2024 09:43:44
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Better than checking a box?
Yes. It is a super global and I need more control. For example, I need AO only between objects and a ground and not AO of self produced ground.

That sounds like you need to write a custom shader.
WOW, still an issue
Edited by vopsop - July 7, 2025 16:30:08
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Better than checking a box?
Yes. It is a super global and I need more control. For example, I need AO only between objects and a ground and not AO of self produced ground.

That sounds like you need to write a custom shader.
WOW, still an issue

This is in the changelog.

20.5.305
XPU: adds support for AO AOV
Edited by Heileif - July 8, 2025 09:14:21
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have a look here and analyze the hda. This should be tweakable to do what you need.
https://senlegio.gumroad.com/l/ss_clay_material_override [senlegio.gumroad.com]
Edited by mrtn - July 8, 2025 11:30:40
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Heileif
vopsop
jsmack
beka
jsmack
Better than checking a box?
Yes. It is a super global and I need more control. For example, I need AO only between objects and a ground and not AO of self produced ground.

That sounds like you need to write a custom shader.
WOW, still an issue

This is in the changelog.

20.5.305
XPU: adds support for AO AOV
There is AO AOV now but zero control. Falloff, distance.... anything. Any ideas if we can do any control with that at all?
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