and after it the developers ignore this tast to be realised

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Greeting to everybody

Ambient occlusion is a standard for almoust all 3d-editords and all 3d-engines - and after it the developers ignore this tast to be realised in karma?

There is a thought that is well known: - "beauty requires sacrifice". Why developers don't take things into account

The main shader should have a slot for ambient oclusion even if it is a physically correct visualizer


Is there new easy colution for it?
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https://www.sidefx.com/forum/topic/82304/?page=1#post-353914 [www.sidefx.com]
Using Houdini Indie 20.0
Windows 11 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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Enivob
https://www.sidefx.com/forum/topic/82304/?page=1#post-353914 [www.sidefx.com]

Yes! What if I need to get a contact shadow effect????
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https://www.sidefx.com/forum/topic/82304/?page=1#post-353914 [www.sidefx.com]

That method you game me in a link has relation to generative AO but i already have AO made in substance painter
I just need to set in into Ao slot
Edited by Staglaitor - May 23, 2024 08:47:17
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AO is typically multiplied with the base color. Have you tried that with your painter map?
Using Houdini Indie 20.0
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Staglaitor
Yes! What if I need to get a contact shadow effect????
Just add mtlxambientocclusion (or you're painted texture) to both shaders. The raytracing mtlxambientocclusion does is global, so you will automatically get a contact shadow type effect between objects.
Edited by antc - May 23, 2024 14:52:04

Attachments:
amboccc.png (377.2 KB)

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antc
Just add mtlxambientocclusion

About mtlxambientocclusion node

The developers make show of any new features in update or in new version of houdini OR the developers secretly release certain tools and it is your problem to find these tools. I've searched for them myself - I didn't find anything (i have no 20th version of houdini)
Edited by Fordencore1966 - May 24, 2024 10:57:14
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Staglaitor
The main shader should have a slot for ambient oclusion even if it is a physically correct visualizer
The decision would be up to the MaterialX folks to add to the specification [materialx.org], not SideFX devs. A dedicated slot sounds unlikely to me though because of the many ways something non physical like occlusion could be utilized. Typically it gets used to darken the base color a bit which is super easy to do either way.
Edited by antc - May 26, 2024 15:37:48
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That would be up to the materialx folks to add to the specification


As I understand it, sidefx implements a separate responsibility and all the material preparation work should be done by the MaterialX organization?

sorry - i don't know english and sometimes i am forced to guess
Edited by Fordencore1966 - May 25, 2024 13:58:05
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As I understand it, sidefx implements a separate responsibility and all the material preparation work should be done by the MaterialX organization?

Right, MaterialX is a specification, not an implementation. SideFX are following the specification, which states ambient occlusion should be supported via mtlxambientocclusion.
Edited by antc - May 26, 2024 16:04:57
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