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# 2 30-03-2009 , 09:56 PM
Registered User
Join Date: Mar 2007
Posts: 1,055
Hi,

1: Assign a Surface Shader to your objects;

2: Assign a mental ray mib ambient occlusion texture to the Surface Shader's "out colour" attribute;

and render with mental ray. No need for final gathering to be activated.

Tweak sample setting in the ambient occlusion texture to improve the quality and vary the distance if you want to change the spread of the occlusion.

cheers

gubar