Meeting the cilent, Mr Douglas
- Focusing on achieving large scale effects over photorealism
- Clearer/cleaner water from hydra's breath, dirtier water upon contact with terrain
- Voxel fluid to fill up most of the volume & FLIP fluid on the surface.
- Shader from Houdini Ocean Toolkit.
He shown us a test of FLIP which i think was rendered in AO. Haven't really checked out AO was rendered in Houdini, done it lots of times in Maya. :D
Method 01 (envLight)
- Applying "Clay" material to all the geometries.
- Create "envLight" > Light Tab > Render Options Tab > Rendering Mode: Ambient Occ.(Should also disable the light so its not contributing light to the scene)
- Create "Mantra" > Object Tab > the envLight was added under "Candidate Light", appears that this will render out the AO Pass but i felt it kinda made more sense it was done under "Solo Light".


Method 02 (Occlusion VOP)
- Creating "Occlusion VOP" & "Parameter VOP" within "Mantra Surface".
- Promote the parameters you need in "Occlusion VOP" & setup the "Parameter VOP" like when you are exporting image plane. (Not necessary to feed into output)
- Create "Mantra" > add image plane.

More details can be found in here:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21763
(by Jeff)
The file wasn't rendering the AO as expected, it turned out all white even after i looked through some of the possible settings that would caused it. Awaiting reply from forum.
Found another post relating to AO where the sample file works:
http://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=21746&highlight=ambient+occlusion
(By Soothsayer)
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