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Occlusion tutorial - Documentation & Online Help

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2 1 <strong>Occlusion</strong><br />

tracing a number of “probe rays” inside the hemispherical area above the point and testing to<br />

what extent this region is blocked. Obviously the raytracing algorithm is required to send such<br />

rays. Our implementation is accomplished at the shading level through the mib amb occlusion<br />

shader.<br />

<strong>Occlusion</strong> through mib amb occlusion<br />

Using this shader is not the only way to get an occlusion effect in mental ray. In fact, the<br />

Final Gathering algorithm can also be used to achieve a similar, though slightly different, and<br />

in some senses more “accurate” effect. In mental ray one can also calculate actual Ambient<br />

<strong>Occlusion</strong> by using the Final Gathering algorithm.<br />

At the end of this document you will find a table which compares standard Ambient <strong>Occlusion</strong><br />

vs. Final Gathering and Ambient <strong>Occlusion</strong> through Final Gathering.<br />

1.3 Usage of <strong>Occlusion</strong><br />

<strong>Occlusion</strong> does have several uses on the practical side:<br />

• Ambient <strong>Occlusion</strong> The “classic” Ambient <strong>Occlusion</strong> effect, also called diffuse<br />

occlusion, can be used to scale down the contribution of ambient light (which in turn<br />

may come from a diffuse environment map shader). For this use, the shader works<br />

well when assigned to the ambient parameter of a material like mib illum lambert.<br />

Ideally, Ambient <strong>Occlusion</strong> should be used with diffuse illumination models such as the<br />

lambertian one.<br />

Ambient <strong>Occlusion</strong> shading graph<br />

• Reflective <strong>Occlusion</strong> A more specific occlusion effect for reflective materials simulating<br />

reflections with environment maps, allowing the shader to scale down the contribution

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