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Hello friends. Here is a simple Ambient Occlusion render method with Maya and Mental Ray.
Create a Surface Shader and an mib_amb_occlusion shader in Hypershade. Drag and drop the mib_amb_occlusion shader to Surface Shader and select Default on the menu appeared. The thing is: mib_amb_occlusion shader should be connected to Surface Shader's out color. When you click the link/wire icon between two of those shaders, the connection editor will appear.
Look for the italic values outValue on the left and outColor on the right column should be italic. Means they are connected.
From there when you applied this surface shader to all the objects on your scene - and select mental ray as rendered with final gather on, you can render AO of your scene.
Don't forget to apply white color to your render camera environment. If you have questions please ask.
Sorry about the sluggish waiting moments on the first seconds of the video - camtasia gave me troubles. Also I've used right click marking menus on Hypershade - camtasia didn't recorded them too.
I only used Select Object Groups In Initial Shading Group and Assing Material To Selection on Hypershade.
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