barkest Posted April 18, 2017 Share Posted April 18, 2017 Not sure if this is correct but it seems a bit 'off' with what should happen (at least in my head). In the images attached I have two planes which are 500m apart. If I set the AO size to 100 then there is no shadowing on the lower plane. I would expect this. If I then set the size to 1m I see shadowing. Once again I would expect this. Finally I set the AO size to 510mm and very little shadowing appears even though I would have expected it to be the same as the 1m test. Am I missing something here? thanks Quote Link to comment
zoomer Posted April 18, 2017 Share Posted April 18, 2017 (edited) I think that is right. If the other object is out of set sizes reach, no darkening will apply. If the object is in reach, there will happen "some" darkening. If both objects are touching, distance = 0,00, AO will darken to a 100% black. If the distance between object = max distance, there will be no darkening or better said, the start of the darkening. So if your objects are 500 mm away and your AO distance is set to 510 mm, 500 / 510 = 98% of AO size. That means that the darkening will be a 1/98% = 2% Black only, Which will be hard to notice. Edited April 18, 2017 by zoomer 1 Quote Link to comment
Vectorworks, Inc Employee Luis M Ruiz Posted April 18, 2017 Vectorworks, Inc Employee Share Posted April 18, 2017 About ambient occlusion. For my white models, just to check forms before adding any textures, I typically give it 100% and a short distance, just to see those edges a bit darker. Here is a recent project. 3 Quote Link to comment
barkest Posted April 18, 2017 Author Share Posted April 18, 2017 Thanks Zoomer/Luis great render btw. Did you make or import the chairs? thanks again Quote Link to comment
zoomer Posted April 18, 2017 Share Posted April 18, 2017 Luis example is exactly the proposed usage for AO. To "fake" shadow details in small scale areas where they are missed by GI calculation or would need too much render time. It also helps for modeling in OpenGL where you could not differentiate surface details of larger objects of one single material. It is not thought to be used as a complete Shadow Replacement for large scale objects like complete buildings, like it was often used to fake shadows in computer games. Quote Link to comment
Kevin McAllister Posted April 18, 2017 Share Posted April 18, 2017 2 hours ago, Luis M Ruiz said: About ambient occlusion. For my white models, just to check forms before adding any textures, I typically give it 100% and a short distance, just to see those edges a bit darker. Here is a recent project. Nice example! What's the distance set at for a rendering like this? KM Quote Link to comment
Vectorworks, Inc Employee Luis M Ruiz Posted April 19, 2017 Vectorworks, Inc Employee Share Posted April 19, 2017 100 Occlusion and 6" distance and I try to let the real lights do the job and not the ambience Quote Link to comment
Vectorworks, Inc Employee Luis M Ruiz Posted April 19, 2017 Vectorworks, Inc Employee Share Posted April 19, 2017 I originally found the chair I needed but all the meshes slowed the model so it was decided to recreate objects "in house". 1 Quote Link to comment
barkest Posted April 19, 2017 Author Share Posted April 19, 2017 Thanks Luis it also helps with the texturing Quote Link to comment
AlanW Posted April 19, 2017 Share Posted April 19, 2017 Thanks for these insights Luis, your experience and knowledge is invaluable. So much to learn, so little time. Quote Link to comment
Vectorworks, Inc Employee Luis M Ruiz Posted April 20, 2017 Vectorworks, Inc Employee Share Posted April 20, 2017 There is so, so much to learn indeed. Fortunately I am surrounded by a team of experts in 3d, renderings, bim, spreadsheets, graphical scripting and more. Always happy to share. Quote Link to comment
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