![]() Disabling diffuse bounces and using ambient occlusion makes the image less realistic, but it renders an order of magnitude more quickly. I was able to use the default value for diffuse samples which is only two, so the trade off is clear. Again, this doesn't look as realistic, but it rendered in five minutes instead of 40. Now again, take a look at the same scene rendered with no diffuse rays and the scene wide ambient occlusion effect. ![]() I had to decrease the diffuse sampling up to six to get this level of quality, which resulted in a render time of over 40 minutes. Now here's an image that was rendered with two diffuse rays or two bounces. If you're rendering high resolution images or animation, you may not want to wait for many hours to render a single frame. The rendering is not as realistic as global illumination, but it's much faster. The result is darker shading in the corners of rooms, the crevices in and between objects and anywhere the ambient light would be blocked. A flat even wash of illumination is added to the scene and the distance between surfaces determines how much of that ambient light is blocked or occluded. This is actually the original use case for ambient occlusion way back in the 90s. So I'll switch bath and forth between those two images a few times so you can see the difference. Here's the image rendered without the light filter and here it is with the light filter applied. This week I'll build on that technique by adding an ambient occlusion light filter. That movie was titled Approximating Global Illumination in Arnold. Instead I used an Arnold sky dome to provide an even, ambient light. ![]() Here is a link to a gyazo of my final mesh already uploaded into my engine and a gyazo from my Maya 2017.- Previously in this weekly series, I demonstrated how to save render time by disabling global illumination diffuse rays in the Arnold renderer. With mental ray for 2016 we use the Fill Texture Seams and that works, but I can't fix these black seems in Maya 2017. I tried several baking settings, filter width, optmize, normalize, soft edges, renderer 2.0 off and on, automatic map, planar map and the seams are there. I have black seams showing on baked aiAmbientOcclusion in Arnold for Maya 2017. I even re-installed Maya 2017 from zero and the error persists. I tried forums, I tried in-world engine help groups, I tried other friends that use 3D softwares and no one is able to give me a direct and simple answer. I have been having this issue for months now, I can't get rid of black seams in certain mesh. ![]()
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