3DS
Max 7: MentalRay: Ambient Occlusion
Using Ambient Occlusion to enhance render details
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Creating
custom occlusion maps
The
skin shader for this model includes Sub Surface Scattering (SSS).
This effect is mostly noticeable at the edges of the model as well
as the ears. The AO Shader does a great job of accentuating details,
but in this instance the Occlusion in the ears hides most of the
SSS effect.
What
we will do is create a map for the AO shader that will control the
strength of the effect, making it weaker at the ears so we keep
more of our hard earned SSS.
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Above:
an example of the Ambient Occlusion/Displacement with and
without the 'weight' map. I didn't want the Occlusion to obscure
the detailing of the horn nub displacement as well as the
ears.
Left: The resulting composite render. The
Sub Surface Scattering is still very visible on the left ear.
Below: The weight map for the Occlusion.
(Wireframe included for your reference)
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The
application of this technique is quite simple. Using the existing
mapping coordinates we paint a simple grayscale image indicating
where we want less of the Ambient Occlusion effect. The darker the
area, the less Occlusion will be rendered. Absolute black results
in no Occlusion rendered on those polygons.
Once
we have our map painted, we apply it to our custom Occlusion Material.
Click On the Surface Slot in which we have our
Ambient Occlusion Base Material. Next click the map box
next to the Dark Parameter. Select Bitmap.


Next scroll down to the Output
options on our Weight map. Click Invert. This will
invert our image. We could have drawn the map initially this way,
white on black, but I find it easier to paint black on white over
the wireframe and simply invert it in max as opposed to painting
it White on Black.
 
Apply our material to the object in question. Press render. Shake
it like a polaroid picture.
Next
Page: Alternative applications for the shader
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