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).
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.
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).