Friday, December 11, 2009



IXNAY ON THE RENDER PASS OCCLUSION RAY

Alright, the problem with maya's built in ambient occlusion render pass is that it offers no control over it! It's just a blanket setting that eats up render time like mad. It's about 5 times slower than setting up the mib_amb_occlusion node to a surface shader. Lame I say!

So keep with the method of setting up a render layer, piping the outValue of the occlusion node to the outColor of a surface shader. Assign it to all that needs occlusion in that render layer (play with samples value until you get a nice result) and render. Way faster.

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