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Old 26-01-2011, 01:10 AM   #16
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I also like the top pose better.
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Old 26-01-2011, 10:54 AM   #17
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Thanks TH138 and perfecto will sort the pose out at the end
Playing with the mia-meterial shader plugged a mia-occlusion texture shader into the reflective colour I think that looks better also uped the refraction on the glass.........dave
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Old 26-01-2011, 07:30 PM   #18
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Originally Posted by daverave View Post
Playing with the mia-meterial shader, plugged a mia-occlusion texture shader into the reflective colour.
does that actually do anything? or do you mean you have a baked occlusion map that you used for a reflection map?

Glass refractive index — 1.52
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Old 26-01-2011, 08:44 PM   #19
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Hi horestdom, no I did not bake the occlusion I used the shader see setting below.....dave
http://i979.photobucket.com/albums/a.../Occlusion.jpg
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Old 26-01-2011, 10:01 PM   #20
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i don't think that will do anything.
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Old 26-01-2011, 11:24 PM   #21
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First pic is without the occlusion shader then next one is with it, if there is no differance please let me know.......dave
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Old 26-01-2011, 11:59 PM   #22
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I see the difference between the two dave, but it's not much. The Occlusion render has deeper blacks.
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Old 27-01-2011, 12:38 AM   #23
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His face isnt as bright in the 2nd one dave
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Old 27-01-2011, 09:27 AM   #24
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sure there is a difference between those pictures. But it just looks like one has an occlusion on it and the other doesn't.
Not an mib_amb_occlusion plugged into the reflection colour. Which i don't think will do anything. I'll give it a try tho.
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Old 27-01-2011, 11:22 AM   #25
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I learned this from Lynda.com tutorial they did use a blinn...........dave

Edit:The reason I did it this way was I could get a occlusion pass at the end to create a dirt effect if I needed it
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Old 27-01-2011, 09:25 PM   #26
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Yeah thats an interesting way to do it.

I tried it myself with and without it on an mia x material, it worked better with the node plugged in, moreso than the actual shaders built in AO. Preferably though I would just rather a separate overide pass for AO on the object anyway without adding it to the shade in reflection.

Also try Diffuse convolusion maps, this is a blurred version of the environment added as another type of reflection pass that is also known as Ambient environment to give off a light bounce effect. Use PS to comp it over either in Overlay or Screen mode. The technique was used in Avatar under the Spherical Harmonics lighting setup, which is something I am hoping to get a tute done of soon.

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Old 27-01-2011, 10:47 PM   #27
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ha thats funny, i was shown this at work the other day. i had a 2k hdr for reflection and a 512k map for indirect bounce, pretty cool. i was lucky the object wasnt moving so i could bake the FG.
i'm surprised that the ao thing works well. i tried it too and got no real noticable results. i guess i was doing something wrong. if you want a dirt map you should asign a new texture bake set and do an occlusion bake. that will give you a good starting point for your dirt map texture. (you need uvs for this tho)
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Old 27-01-2011, 11:38 PM   #28
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hey Dom

thats cool, though we arent using FG so its super fast. Harmonics is basically an FG fudge job, the FG effect being reliant on the AO and AE passes thru the overides. Other passes are rendered with or without shads and reflection from an IBL node - again no FG. The process is then comped as normal for still or animation.

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Old 28-01-2011, 12:56 PM   #29
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Thanks Jay
Will try to incorperate what you have suggested, been working on the dome light texture, things to do shadow on rock, reflection on water,nicer pose and a little more modelling?...........dave
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Old 28-01-2011, 02:18 PM   #30
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First try at bring things together..................dave
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