Overview of the Ambient Occlusion shader


show more Overview of the Ambient Occlusion shader provides you with in-depth training on 3D + Animation. Taught by Adam Crespi as part of the Creating Urban Game Environments in 3ds Max show less
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Overview of the Ambient Occlusion shader

When we are rendering ambient occlusion, we want to keep several things in mind so we get a successful bake of our occlusion. The first part of successful ambient occlusion actually starts with modeling. Objects need to be in the real size of the real world object. That is, this door is 10 feet tall. I model that as 10 feet tall in 3ds Max. To tune occlusion, I'll take my warehouse and for this example I have generated some ambient occlusion shaders here in the Material Editor. For games, we would actually use the Render to Texture dialog, but this allowed me to render and show this material a little more clearly.

To start, I have an AO moody material I'll assign to this warehouse. Ambient Occlusion can be placed in a mental ray shell, which is what I've done here for ease-of-use. In the Ambient Occlusion shader, there are several main factors we need to adjust. The first of these is the Max distance. Max distance in a scene is the distance at which objects cast and then stop ca...

Overview of the Ambient Occlusion shader
Video duration: 5m 9s 5h 54m Intermediate

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Overview of the Ambient Occlusion shader provides you with in-depth training on 3D + Animation. Taught by Adam Crespi as part of the Creating Urban Game Environments in 3ds Max

Subject:
3D + Animation
Software:
3ds Max
Author:
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