In this tip tutorial for 3ds max we’ll continue to talk about FinalRender. This time we’ll take a look at Ambient Occlusion. It is a really known technique to create light occlusion details in a fast way without the need to calculate global illumination pass. We’ll see how to set it using the Cebas rendering engine, checking its parameters step by step.

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Discussion

7 Responses to “Tip: FR Ambient Occlusion”
  1. Posts: 1

    Thanks for the great Tip.Can you make a tutorial of mixing 2 matterials. For example one texture or colour material with one ammbient occlusion. Thank you !

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    1
    Nov 8, 2011 at 2:36 am
    • Posts: 918

      Thanks :) Sure I’ll add it to my release plan. In brief you can make some tests using a RGB Multiply in the Diffuse channel, then you can put your texture or color in the 1st slot and the Ambient Occlusion in the 2nd slot ;)

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      1.1
      Nov 8, 2011 at 5:30 am
      • Posts: 209

        Interesting tip I might have to try that with mental ray

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        1.1.1
        Nov 8, 2011 at 5:59 am
      • Posts: 918

        Sure, you can use it with all the rendering engine. VRay has the possibility to add Ambient Occlusion directly on rendering on all objects too, but you can always use this trick just for some meshes.

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        Nov 9, 2011 at 2:03 am
  2. Posts: 8

    If you have a look at the flag animation tuts there are some usefull tips and tricks for using the RGB Multiply

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    2
    Nov 9, 2011 at 4:01 am

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