Ambient Occlusion Animation

Ambient Occlusion Animation – The reason of this work-flow is to generate a lighting system that will create good indirect illumination without the use of last Gather. The point is to be able to animate objects plus get a good updated lighting solution for all frames. We will be using AO with the Custom Ambient Light Colour map. The map will be a round projection of a mr Physical Sky that will align with the scene’s Sun light way. We will use this usefulness to mass update our A&D material.

The combination of the map and AO gives the scene the illusion of daylight not direct illumination that gets into calculation the proximity flanked by objects (Fig.01).

Ambient-Occlusion-Animation_fig01
Figure 1

Materials – Gamma and Exposure

This work-flow uses the AO map option in the A&D material, so it is crucial that everyone your materials are A&D (no Pro Mat stuff). Now try to trail Fig.02 – 03 to create with and modify it later as you see fit. The Unit less Physical scale use is important in this work-flow; it will work accurately with the image brightness and will look usual in the Material Editor, so you don’t get over-exposed material previews, which creates it hard to work with.

Ambient-Occlusion-Animation_fig02
Figure 2
Ambient-Occlusion-Animation_fig03
Figure 3
Make a few objects on a plane so you can experiment shadows, AO and lighting. Create the objects life sized so you can observe how they will work with a real world scale. If your objects are too little or too big you’ll get great results (too much or not enough shadows and light). The large sphere in my scene is 12′ in diameter; you can observe the RPC on the side for scale. Now add a daylight system and create sure you make a mr Physical Sky shadier in your environment. You can create a test render now and save it for a later comparison.

Now we will put back the Skylight and FG solution with our AO Ambient Light map. We do that by the use of a bitmap in the Custom Ambient Light Colour. The bit map in this model was generated using a Wrap-Around (Lume) shadier in the Lens slot (Render Settings > Renderer) in a blank scene with Daylight system plus a mr Physical Sky in the environment map. The camera was pointing at the straight horizon. After a few blurring in Photoshop, it should look like this (Fig.04).

Ambient-Occlusion-Animation_fig04
Figure 4

Go To Next Part 2