Author Topic: AO pass added  (Read 8036 times)

2013-05-29, 13:10:15

Ondra

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It behaves differently than AO shader, but has no additional overhead.

Ignore render times/noise, it was rendered with debug build.
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2013-05-29, 16:43:37
Reply #1

Chakib

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Niice i like ! Thanks a lot keymaster !

2013-05-29, 18:02:14
Reply #2

hglr123

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Thanks mate!

2014-11-03, 00:29:11
Reply #3

marioteodoru

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Hello,

great work!


« Last Edit: 2014-11-03, 00:45:03 by marioteodoru »

2014-11-03, 00:56:25
Reply #4

demmi

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now that really helps great addition thnks
behance.com/demmi
- active Corona User

2014-11-03, 21:31:04
Reply #5

zipper

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very nice, need to test asap ;)

2014-11-04, 14:22:51
Reply #6

Ondra

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Funny how 3 people are commenting on a 1 year old feature that since got removed :D
Rendering is magic.How to get minidumps for crashed/frozen 3ds Max | Sorry for short replies, brief responses = more time to develop Corona ;)

2014-11-04, 14:52:10
Reply #7

Stan_But

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Funny how 3 people are commenting on a 1 year old feature that since got removed :D

^ | ^
  \/

I was going write "AO sucks" and then saw your post (;

2014-11-04, 15:15:32
Reply #8

romullus

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AO rocks... when used wisely.
I'm not Corona Team member. Everything i say, is my personal opinion only.
My Models | My Videos | My Pictures

2014-11-04, 23:10:50
Reply #9

Stan_But

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Actually I think the Corona is so good in GI that doesn't need AO
But AO on/off is optionally of course

2014-11-05, 11:27:38
Reply #10

Snikon

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thanks for single pass AO, the question for the assembly passes, I created a theme but no one can help me, can somehow answer me. thank you Keymaster
https://forum.corona-renderer.com/index.php/topic,5652.0.html   --- Corona-Nuke pass

2015-03-11, 12:22:23
Reply #11

vkiuru

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Bumping this thread because I've spent two hours trying to figure out why I cannot get a decent AO pass out of an exterior scene I'm supposed to wrap up so I can fully concentrate on current and more significant projects.

Why was this element removed? I've used Corona Lightmtl and such successfully many times to do AO passes (and anyone about to tell me AO shouldn't be used, don't, since it's not up for you to decide) but with this current scene it's just not working no matter how I set it up. And it's not only this one, I sometimes need to spend an unnecessary amount of time to get it right.

It would be really good to have a reliable element where you could just specify the radius and render out two or three different sized AO elements because like it or not those passes are crucial not for ME but for the people who pay me. The client doesn't give a shit about physically correct contact shadows, they demand certain things of the picture they've ordered and that should be the end of it, give them a 100cm radius AO pass multiplied over a box primitive if that is what they pay us for.

So pretty please, tell me it's there somewhere and I just can't find it or just add it back and save us time :)

2015-03-11, 12:46:58
Reply #12

racoonart

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The element didn't work the way it was supposed to.
How to do it today: use a CTexmap render element and add a CoronaAO map with the right radius. That's it. No need for selfillum stuff.
Any sufficiently advanced bug is indistinguishable from a feature.

2015-03-11, 12:48:51
Reply #13

maru

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2015-03-11, 14:26:34
Reply #14

vkiuru

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Oh man, that's a life saver! Still lot to learn, I see. Thanks guys!