Averaged ambient occlusion value as prim attr?

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Hi,

is it somehow possible to get an ‘averaged AO’ float value as prim attr, without going the ‘shader route’ (e.g. baking a map and grabbing the color values)?

e.g. sending rays from each point, then combining the values.

any input welcome!

matt
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Here's a way to do it on points, would just then attribpromote it to prims (or try modifying the code to run on prims, shouldn't be too hard)

http://www.tokeru.com/cgwiki/index.php?title=HoudiniExperiments#Second_attempt [tokeru.com]
http://www.tokeru.com/cgwiki [www.tokeru.com]
https://www.patreon.com/mattestela [www.patreon.com]
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Hi,


really cool. will play with this!

thanks a bunch!

matt
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