Ambient Occlusion Using Mib_Amb_Occlusion Node in Autodesk Maya


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Description

Occlusion is a fast and simple method to simulate the effects of global illumination. Ambient occlusion is most often calculated by casting rays in every direction from the surface. Rays which reach the background or “sky” increase the brightness of the surface, whereas a ray which hits any other object contributes no illumination. As a result, points surrounded by a large amount of geometry are rendered dark, where as points with little geometry on the visible hemisphere appear light. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day. So what basically this shader does is try to re-create the effect of ambient occlusion.


Tutorial's URL

http://www.artbycrunk.com/blog/2009/03/ambient-occlusion-using-mib_amb_occlusion_node/


Software

mental ray, autodesk maya


Author

Savio Fernandes


Author's Website

http://www.artbycrunk.com


Tags

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Date posted

Monday, November 30th, 2009


Posted in

Rendering, Tutorials

Ambient Occlusion Using Mib_Amb_Occlusion Node in Autodesk Maya

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