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 >
