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spidex
May 18th, 2004, 11:23 PM
Does anyone know how i may generate occulusion map from Maya ? I am also trying to find ways og doing a better multipass rendering from maya. I tried Render pass plugin but still dont get the MEL.

Paul Moran
May 19th, 2004, 12:04 AM
it will probably be alot quicker for you if you post this at cgtalk mate ...most of our members are here for digital compositing ...

I would highly recommend HERE (http://www.cgtalk.com/forumdisplay.php?s=&forumid=7)

I use it all the time ;)

cheers

paul

spidex
May 19th, 2004, 12:40 AM
ops, thanks
i was thinking that since this have much to do with compositing, that i should try here too.
sorry !

Paul Moran
May 19th, 2004, 02:37 AM
Originally posted by spidex
ops, thanks
i was thinking that since this have much to do with compositing, that i should try here too.
sorry !

yeah no worries :) ..im sure if someone here can help they will ...just thought it would be best to let you know about cgtalk ;)

cheers

paul

byla
May 26th, 2004, 02:24 AM
If I am not mistaken, FG in mental ray does the occulusion (dome) effect. If that is so, MR in Maya can automaticly export Beauty/Colour/Shadow/Difuse and Specular layers, so no FG. But on the other hand, you can always bake the FG on the objects , but of course, not if they are animated. And another thing, FG can be stored in a file, but that is just photon information file, not a layer pass. If I am not mistaken.

But Cinema 4d, on the other hand, can export all sorts of passes in PSD files (layered) that can be fantasticly used in compositing. Even with the newest Shake, that can read PSD files.
Cinema can automaticly export: Colour, Ambient, Diffuse, Specular, Shadow, Reflection, Refraction, Caustics, Athmoshpere, Post Effects (like glow, lens flare...), Material colour, Material Diffusion, Material Luminance, Material Transparency.. reflection, enviroment, specular, Illumination in general, Depth and Radiosity, and that is cinema's way of creating indirect illumination.

arvid
May 26th, 2004, 04:56 AM
The best way by far is to use a dirtmap pass, applied to the entire scene, pretty fast and most of all, accurate occlusion :) (assuming there is such a shader in maya), FG is always a bit risky

byla
May 26th, 2004, 05:40 AM
No dirtmap shader at all :thumbsup: .... hehehe.

Jozvex
May 30th, 2004, 05:57 PM
Are you being sarcastic byla? I can't tell.....

There's been the Dirtmap shader for Maya for ages now! You can get it here:

http://www.impresszio.hu/szabolcs/MentalRay/DirtmapMayaFiles.htm

And there's an update for Maya 6 here:

http://www.cgtalk.com/showthread.php?s=&threadid=144462

And I talk about the basic use of it here:

http://www.cgtalk.com/showthread.php?s=&threadid=145844

:)

byla
May 31st, 2004, 12:15 AM
Yeah, I know jozvex, trying to be a bit sarcastic, couse something like this isnt included in Maya by default and it should be. I guess not being native english speaker contributes to my poor sarcasm :cool: .

Jozvex
May 31st, 2004, 05:58 PM
Hehe,

It's probably just me, I was tired at the time and my sarcasm detector was glitchy.

:)

BulletProof
June 21st, 2004, 08:13 AM
Originally posted by byla
No dirtmap shader at all :thumbsup: .... hehehe.

An Ambient Occlusion Shader like created by Turtle, Renderman or Mental Ray is not that much different to the "Dirt Shaders" listed above, calculating the "dirty areas" in relation to the distance of objects to each other and to the light source and by far the fastest alternative to a Final Gather or Global Illumination-Pass.

I'd suggest using a Dirt-Shader, or there are some tutorials out there about using f.ex. Depth Map Based Ambient Occlusion with Renderman, or a Raytraced Version with Mental Ray.