Jay: If you can get that plugin I would be appreciative. If it needs to be recompiled I can do that and I put it up in the resources section. Provided it is not copyrighted and proprietary stuff.
thanks, rick
I'd just really like to know what the "official" workflow for incorporating both bump and ao is. My internet search has turned up a Hodge podge of random and sometimes conflicting solutions leaving me scratching my head. The best solution I have found is to pipe the output of the mib_occ+surface_shader into the color slot of a lambert+bump. Using the amb color did not seem to work (I got no occlusion).
The method of putting the ss colorout into a lambert+bump works but to fix the diff color on the remaining parts I have to pump the ss colorout into a regular lambert with no bump and put that on all the remaining bits in the scene and then all the diff color matches. The result, to me, looks like a ao render composited with a normal render. It also takes a long time to render. I felt the single render time was longer then just rendeing the ao and normal renders separately.
There is also a custom utility node called layer20xxx, and BumpCombiner for mental ray that allow you to add a bump slot to nodes that do not have them. I have installed BumpCombiner but have not figured out how to use it.
"If I have seen further it is by standing on the shoulders of giants." Sir Isaac Newton, 1675
Last edited by ctbram; 07-11-2011 at 08:19 AM.