Ambient occlusion maya 20173/31/2024 In some situation, it can be useful to paint over the baked Ambient Occlusion in order to hide details or even fix baking issues. Painting over the Ambient Occlusion additional map To know more about them and how to change them per channel, see: Blending modes. Since the AO channel contains only grayscale information, recommended blending mode are Normal (paint over) and Multiply (combine). Once the channel has been added to a Texture Set, any layer can be used to paint new information. It can be added via the Texture Set settings: To paint custom occlusion details, an Ambient Occlusion channel is required. This map can be baked in the application directly, see: Baking. The result of this computation is stored in a bitmap named the "Ambient Occlusion" map. Ambient occlusion can be seen as an accessibility value that is calculated for each surface point. The interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and the deeper you go inside the tube, the more occluded (and darker) the lighting becomes. In computer graphics, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. It can be used to add AO details coming from Materials, or simply fix manually baking errors when needed. The ambient occlusion channel allow to paint details in the ambient shadows of an object.
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