Hi Frank :

  Not sure if you caught the thread ~ 1 year ago , when Arjo sent
the list his reworked version of Timo's AO ? That shader is on
the RS.info site (turn down the AA for best results) .
http://realsoft.info/files/projects/AmbientOcclusion.zm9

  Thanks for the link . Perhaps you're right about AO being an
excellent realtime tool for lighting . It appears Realsoft
likes it too , and has made speed improvements etc in V6 .

  Looking forward to trying them out .

garry


> studio wrote:
> >  Always been a big fan of AO (Ambient Occlusion) so am looking
> > forward to V6 and it's included AO enhancements . Not aware of
> > anyone here using AO in their current RS renders , but perhaps
> > that will change with V6 .
> >
> >  Haven't really been keeping current with AO technically how-
> > ever , but looking back on the original Arnold renderings I
> > can't help but wonder if AO wasn't a big ingredient and a
> > large factor in the success of that quantum leap .
> >
> > http://www.3dluvr.com/marcosss/morearni/index.html
> >
> >   I always thought it was a pure Gi implimentation and so was
> > always blown away , but perhaps I assumed wrong and was simply
> > too 'newbie' to realise just how much a significant factor AO
> > was in those renders ?  
> >
> > garry
> >   
> I must admit to have never looked too into AO in any great detail, 
> however recently I have seen quite a few references to it as a real time 
> technique for rendering realistic lighting effects onto models. A simple 
> example can be seen here 
> http://www.ozone3d.net/tutorials/ambient_occlusion.php . I wonder if 
> these are the starting steps of some of the final progressions of the 
> real time graphics technologies into the areas of more traditionally 
> processed rendering.
> 
> Frank "The Rookie" Dodd
>

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