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Old 12-28-2006, 02:16 PM   #21 (permalink)
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That's a very useful tutorial, thanks to Requiem2d and everyone that contributed!
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Old 03-04-2007, 12:24 PM   #22 (permalink)
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Mind boggling. Thanks for this great tutorial! Will try it out if I can find some time this week (school )

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And no, people aren't looking at you strangely wondering why you're taking a photo of a rust stain
Lol! I hate it when they do that. :P
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Old 03-13-2007, 05:35 PM   #23 (permalink)
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fantastic tutorial and great workflow. thanks a ton!
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Old 04-01-2007, 11:44 PM   #24 (permalink)
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Hmm no luck .. when I bake the AO (Ambient Occlusion) to texture all i get is a black map .. I made sure there was no overlaying textures and set the environment background color was set white . Global lighting level to zero.

In material slot .. gave the object a white diffuse color and added the Ambient occlusion shader to the reflection slot with a sampling of 16.

Then did a render to texture, told max to use existing unwrap, a complete map to be rendered into the diffuse slot, size of 512, output into source and then render .. but all i get is a black map .. can anyone help ? Thanks in advance
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Old 04-05-2007, 10:41 PM   #25 (permalink)
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Originally Posted by kratos
Hmm no luck .. when I bake the AO (Ambient Occlusion) to texture all i get is a black map .. I made sure there was no overlaying textures and set the environment background color was set white . Global lighting level to zero.

In material slot .. gave the object a white diffuse color and added the Ambient occlusion shader to the reflection slot with a sampling of 16.

Then did a render to texture, told max to use existing unwrap, a complete map to be rendered into the diffuse slot, size of 512, output into source and then render .. but all i get is a black map .. can anyone help ? Thanks in advance
The way I do an AO pass in max is assign a standard shader>change its colour to white> environment to white>turn on light tracer>choose scanline as renderer>render to texture as a diffuse map>if you want higher quality change rays/sample to 500, filter size 2, bounces 1, initial sample spacing to 4x4 or 8x8 in the light tracer options. I always got better results that way rather than the MR/AO shader method. The black maps are annoying, god knows why that happens, just click the disc icon in the upper corner to save your map when rendered.

*edit* forgot to say the only light that should be in your scene is a skylight

Last edited by digital-boy; 04-09-2007 at 10:31 AM.
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Old 04-06-2007, 12:18 AM   #26 (permalink)
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^ Awesome thanks so much . I will try this out and let you know my results.
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Old 08-22-2007, 11:56 AM   #27 (permalink)
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wow

this has been very useful to me although im struggling with a few of the steps as they are a bit brief and dont explain in detail what you have actually done.. things like the specualrity (i have never made a spec map) part is very brief. what im asking is are there any other texturing tutorials out there that are of a similar standard to this one but explain what is done in a finer detail..

thanks in advance!
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Old 08-22-2007, 12:20 PM   #28 (permalink)
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Quote:
Originally Posted by digital-boy View Post
The way I do an AO pass in max is assign a standard shader>change its colour to white> environment to white>turn on light tracer>choose scanline as renderer>render to texture as a diffuse map>if you want higher quality change rays/sample to 500, filter size 2, bounces 1, initial sample spacing to 4x4 or 8x8 in the light tracer options. I always got better results that way rather than the MR/AO shader method. The black maps are annoying, god knows why that happens, just click the disc icon in the upper corner to save your map when rendered.

*edit* forgot to say the only light that should be in your scene is a skylight
If you're going to do that, don't bake out the diffuse with a white material, bake out the lighting map. This way you can bake out a useful diffuse map instead.
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Old 10-13-2008, 11:47 AM   #29 (permalink)
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thanks this is most excellent tutorial with many good advice
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Old 11-26-2008, 07:17 AM   #30 (permalink)
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how do I render an ambient occlusion pass in c4d 11

I was wondering what are the step in render an ambient occlusion pass in C4D 11?
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