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AO Environment Map
Needs ReviewPublic

Authored by Account Deleted (tod_baudais) on May 9 2016, 8:45 PM.

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Cycles
Summary

Add an “AOSurface” input in the world node in the graph editor so that an AO environment map can be used for coloring the AO samples in the world AO. This was necessary to meet our visual goals while not increasing render times significantly.

NOTES:
Please find attached one of several patches for Blender and Cycles from Tangent Animation that were implemented for the production of Tangent’s latest film, Run Ozzy Run. It is our hope that these features will make it to the master branch of Blender as we have found that they are necessary for our production environment. You’ll find that these features either decrease render times or allow the director to more easily meet his vision on time and on budget. They are not intended to be accurate or physically correct.

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rC Cycles

Event Timeline

Account Deleted (tod_baudais) retitled this revision from to AO Environment Map.
Account Deleted (tod_baudais) updated this object.
Account Deleted (tod_baudais) set the repository for this revision to rC Cycles.

This is like the typical PBR game engine method, using the background as an approximation for diffuse indirect light ambient occlusion as an approximation for diffuse indirect shadows.

I think it's ok to support this kind of trick to match PBR renders, but I'm not sure we need a new output for it. I would rather use the Surface output evaluated with a diffuse ray type, and add an option to enable this behavior to the AO settings.

That might have been simpler to program haha.