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Ambient Occlusion with Alpha

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Date Added: 9th December 2009
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531_tid_Render01.jpg
This tutorial is for all my 3d artist friends out there and it's all about using ambient occlusion in 3ds Max, with the help of just Mental Ray. Ambient occlusion is a widely used pass in the industry these days. There are many different ways to do this, but as per my experience with bigger scenes people generally face lots of problems, e.g. the crashing of scenes, alphas not generating properly for plants or any opaque objects. Another question is, which plug-in to use and how? Lately I have come across a better and crash proof technique using Mental Ray. Let's start with a simple scene in 3ds max. Below I have a simple scene set up with 3 just planes and a box (Fig01).

531_tid_Fig01.jpg
Fig. 01

Let's say I have some different materials applied to all the different objects and my planes have two different leaf textures, with alpha in the scene, as shown below (Fig02).

531_tid_Fig02.jpg
Fig. 02

Now open the render scene setup option and change the renderer from default scan line to mental ray renderer. Open the material editor and click on an empty slot. Then click on the get material and add an ambient/reflective occlusion map, as shown in Fig03.

531_tid_Fig03.jpg
Fig. 03


Here comes the real work! After adding this new map (ambient/reflective occlusion) to an empty slot, add this map to the self illumination slot to both the leaf materials (and any other material with alpha in scene). Be sure to use instance while dragging and dropping onto the slot. Turn off the colour map and change the colour slot for diffuse to pure white, as shown below in Fig04.

531_tid_Fig04.jpg
Fig. 04

Now add a new mental ray material to an empty slot with the ambient/reflective occlusion map added to its surface slot (use instance), as shown in Fig05 - 06 below.

531_tid_Fig05.jpg
Fig. 05



continued on next page >

 
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