And remenber the files will be saved in the lihtg maps folder. Of course, if the Ambient Occlusion node is used to drive other shading nodes that might be of very high contrast, more samples might be needed. Often times a fairly clean result can be obtain with relatively few samples. Sorry for the bad english, but if you cant understand where the opcion are, press f1 and look for mental ray Baking, is really easy and the results are just great, you can even render your shadows in over your texture. Great for previewing a model, also known as Clay due to the way it appears. So no, ArnoId doesnt render A0 by defauIt, but it doés better and rénders indirect Iighting by default (controIled by diffuse sampIes and diffuse ráy depth parameters). Ambient occlusion is a multi-sampled technique, which means that it uses several samples (rays) per pixel. So In maya go to the render panel and look for ligth and rendering options, there is a option that says something like, mental ray Baking or something with Baking, open this option and select overwrite options, and there select oclution, press convert and for the objects you have select will be created a oclution texture, no matter if you are using uv map or proyection. ![]() Hi, I know what exactly do you want to do, there is a way you can add the oclution direct to the texture inself, this is really easy, you need to have you proyect set, and make sure you have in the render data folder exist the folder mental ray and inside this one another folder named light map, (there where the new oclution textures will be saved).
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