Copernicus compute ambient occulision of Geometry

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Hello,
It's possible to compute ambient occulision in Copernicus for geometry, to make nice dirt effects? As I have geometry, and want to make texture, where in the hard edges and corners will be dirt, but keep geometry low poly, so no bring polygons to high values to make AO attribute on geometry is SOP
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you could use materials to create ambient occlusion instead of doing it in cops
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yes, use intersect() in a wrangle
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I feel like no one answered the OP's question... they clearly want to do it in texture space, not on points. Of course one approach is to subdidive the geo first and make it extremely high-poly, and use the points as "pixels", but isn't there a better way?
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raincole
I feel like no one answered the OP's question
jsmack did, use intersect() in a loop in Wrangle COP based on rasterized origP and N inputs against the geometry input
Edited by tamte - March 2, 2025 21:30:41
Tomas Slancik
CG Supervisor
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I tried an idiot's implementation of this, it definitely works (the occlusion is white in this case).

Edit: Had forgotten to attach the hip. This one is against self, with a little bias. Would need to be nice-ified.
Edited by protozoan - March 3, 2025 13:03:37

Attachments:
cop_ao_crop.jpg (10.1 KB)
Cop_AO_test_self.hip (362.1 KB)

Martin Winkler
money man at Alarmstart Germany
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could this be crudely implemented using a world position AOV?
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