Join Aaron F. Ross for an in-depth discussion in this video Understanding ambient occlusion in mia_material, part of Creating Product Shots in Maya.
…Ambient occlusion is a shading effect, that…changes the colors of surfaces based upon distance.…If two surfaces are close together, then ambient, or indirect…illumination, can't reach into those cracks and crevices very easily.…Aclusion means blocking and the aclusion therefore is the blocking…of ambient light with a blocking of the indirect light.…In this case that would mean blocking the final gathering.…That's our indirect light source in this particular scene.…
We can add that by turning on some switches in mia…material and the simplest and easiest way of adding the effect.…However, as we will see in the next movie, I want to extend that technique a bit…because I want to block not just the…indirect illumination, but also the direct illumination and reflections.…But first let's take a look at miah material and what options we have there.…Let's go to the hyper shape, window, rendering editors, hypershape.…Select the chromie material and go the attribute editor control A.…
And scroll down, you're looking for a section labeled ambient occlusion.…
AuthorAaron F. Ross
Want to learn how to create the same effect with 3ds Max? Check out Creating Product Shots in 3ds Max.
- Understanding the scene layout, hierarchy, and display layers
- Working with mia_material_x
- Creating and optimizing mental ray area lights
- Generating reflections with self-illuminated white cards
- Providing indirect illumination with Final Gathering
- Image-based lighting with high dynamic range files
- Rendering to a 32-bit file format
- Saving material and lighting components to render passes
- Adding ambient occlusion
- Layering and color correction in After Effects
Skill Level Intermediate
Creating Shader Networks in Maya and mental raywith Aaron F. Ross5h 28m Intermediate
Lighting and Rendering with mental ray in Mayawith Eric Keller4h 56m Intermediate
1. Laying Out the Scene
2. Studio Lighting
3. Shading Models with Materials
4. Image-Based Lighting
5. Rendering and Color Correction
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