Greeting to everybody
Ambient occlusion is a standard for almoust all 3d-editords and all 3d-engines - and after it the developers ignore this tast to be realised in karma?
There is a thought that is well known: - "beauty requires sacrifice". Why developers don't take things into account
The main shader should have a slot for ambient oclusion even if it is a physically correct visualizer
Is there new easy colution for it?
and after it the developers ignore this tast to be realised
1061 9 4- Staglaitor
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- Enivob
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- Staglaitor
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Enivob
https://www.sidefx.com/forum/topic/82304/?page=1#post-353914 [www.sidefx.com]
Yes! What if I need to get a contact shadow effect????
- Staglaitor
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Enivob
https://www.sidefx.com/forum/topic/82304/?page=1#post-353914 [www.sidefx.com]
That method you game me in a link has relation to generative AO but i already have AO made in substance painter
I just need to set in into Ao slot
Edited by Staglaitor - 2024年5月23日 08:47:17
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- antc
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StaglaitorJust add mtlxambientocclusion (or you're painted texture) to both shaders. The raytracing mtlxambientocclusion does is global, so you will automatically get a contact shadow type effect between objects.
Yes! What if I need to get a contact shadow effect????
Edited by antc - 2024年5月23日 14:52:04
- Fordencore1966
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Just add mtlxambientocclusion
About mtlxambientocclusion node
The developers make show of any new features in update or in new version of houdini OR the developers secretly release certain tools and it is your problem to find these tools. I've searched for them myself - I didn't find anything (i have no 20th version of houdini)
Edited by Fordencore1966 - 2024年5月24日 10:57:14
- antc
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StaglaitorThe decision would be up to the MaterialX folks to add to the specification [materialx.org], not SideFX devs. A dedicated slot sounds unlikely to me though because of the many ways something non physical like occlusion could be utilized. Typically it gets used to darken the base color a bit which is super easy to do either way.
The main shader should have a slot for ambient oclusion even if it is a physically correct visualizer
Edited by antc - 2024年5月26日 15:37:48
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antc
That would be up to the materialx folks to add to the specification
As I understand it, sidefx implements a separate responsibility and all the material preparation work should be done by the MaterialX organization?
sorry - i don't know english and sometimes i am forced to guess
Edited by Fordencore1966 - 2024年5月25日 13:58:05
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As I understand it, sidefx implements a separate responsibility and all the material preparation work should be done by the MaterialX organization?
Right, MaterialX is a specification, not an implementation. SideFX are following the specification, which states ambient occlusion should be supported via mtlxambientocclusion.
Edited by antc - 2024年5月26日 16:04:57
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