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I will be dealing
with Samples and Type sections of the shader. Default
sample amount of 16 would not be enough for a high quality image and
will tend to flicker in animated sequences so it should be cranked up
to at least 64 for smooth GI look for this image. Of course it all
depends on your scene’s needs, how much quality GI you want and how
much time you have for rendering your scene. Spread parameter determines how the GI samples are scattered
and default values would suffice in this case.
You only need to set
the type of the shader which is 0 for standard occlusion,
1 is for
occlusion with environment map and 2 is for bent normals mode with RGB
values as occlusion which can only be used in an appropriate
compositing software.
If Type is set to mode 0
the occlusion render will be a grayscale image based on the default
Bright and Dark values of the shader which can be modified in RGB
color space to obtain a tinted rendering in case you need one.
I want the
rendering to reflect the environment colors of the scene so I will set
the shader type to mode 1.
Tip: By the way if you do not want to loose the original
materials in the scene, a quick way to assign a single material to all
scene objects is by enabling material override from mental ray’s
Processing Panel and dragging the desired shader to designated slot |