![ambient occlusion vray 3 rhino ambient occlusion vray 3 rhino](https://visualizingarchitecture.com/wp-content/uploads/2015/05/vray_settings_5_VFBChannels_Visual.jpg)
Work with Transparency – If you’re getting unnatural artifacts around transparent materials, opacity masked objects or invisible VRay lights, you should use this option.This is a great way of adding realistic wear and tear or paint peel-off to the edges. Invert Normal – This setting will apply the AO effect to all the open corners of the objects as well.This means that whatever surface or object that is in contact with our VRayDirt object, will be excluded from this effect. Consider Same Object Only – When On, the AO will not be calculated for any other objects or surfaces.
![ambient occlusion vray 3 rhino ambient occlusion vray 3 rhino](https://visualizingarchitecture.com/wp-content/uploads/2015/05/vray_settings_7_IndirectIllumination_visual.jpg)
Ignore for GI – This simply toggles the visibility of the VRayDirt AO effect during the GI calculation phase while rendering.Biasing the AO in the downward Z direction can help in creating a rain stained effect on objects. Bias – You can push the AO effect towards any direction (X, Y or Z) by increasing the bias.Increase the subdivs to remove graininess. Subdivs – If you’re not using any Global subdivs control in the VRay Render Settings, this parameter directly controls the quality of the AO effect.Falloff – Similar in appearance to the above distribution setting, this value controls how quickly the effect falls off the further it gets from the contact edges.In other words, the dirt effect gets even closer to the contact edges. Distribution – The higher the distribution value, the tighter and compact the AO effect will look.Unoccluded Color – This sets the base color or texture for the object, or the same input you’d use in the diffuse slot of your material.You can use a processed or darker version of the base texture here. Occluded Color – AO shadows are usually black in color, but using this parameter you can choose any color or texture you’d like.Procedural textures like noise and cellular maps work quite well. Black areas get 0.0 radius, while white areas have a 1.0 radius value. You can precisely control where the AO is applied within the radius by using a black/white texture. VRayDirt multiplies this texture with the radius value. Radius – This distance sets the boundary for the AO effect from the corner.So let’s get going and look at the nuts and bolts of the VRayDirt map in 3ds Max. Also, darkening of corners provides clean follow lines for the viewer. Bring out tiny details in the scene earlier lost by too much bounced lighting.Add realistic grunge and dirt effects to corners and crevices, hence now named as VRayDirt.But actually, you can still use it to attain even greater realism combined with GI. Wherever objects are close to each other, they occlude (block) light, and all corners become darker. This is just like calculating GI from the sky without any direct light.ĪO can achieve this same look faster, by simply calculating where objects or faces intersect each other, and making these corners darker.ĪO has dropped out of use nowadays because calculating GI has become fairly easy for modern day processors. Imagine a completely cloudy day, and you’ll notice that light seems to be coming from all over the sky equally. To put it simply, AO can simulate an ambient global lighting without actually calculating too many light paths. Back in the day, when calculating GI used to be highly CPU intensive, ambient occlusion was developed as its cheaper alternative. Ambient Occlusion, or AO for short, is an old rendering technique used as an approximation for true global illumination. Hey VRay users, today I’ll be discussing how you can use the Ambient Occlusion map VRayDirt to enhance your images.