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Is there a way to exclude part of a mesh from ambient occlusion ?

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Monika Zidaell
Is there a way to exclude part of a mesh from ambient occlusion ?
on Mar 8, 2012 at 8:09:32 am

Hi,
I made a character in c4d, everything looked ok until i rotated some parts of the body and render it. The mesh on some parts of the model looks like its triangulated, thou its not ( and its visible). I noticed it is related with the ambient occlusion filter, when its on it shows this problem. Is there a way to sort it out?
Thanks


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Adam Trachtenberg
Re: Is there a way to exclude part of a mesh from ambient occlusion ?
on Mar 8, 2012 at 3:36:49 pm

You've got a couple possibilities:

1. Use the AO shader in your materials' diffuse channel instead of using the post effect. Then you can apply it wherever you want;

2. Use the post effect, but give the problem geometry a compositing tag and uncheck the "seen by rays" box. That will prevent the AO effect from seeing the geometry, but may be a problem if the object has to be seen through refraction, or if you want the effect applied to parts of the mesh but not others.


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Monika Zidaell
Re: Is there a way to exclude part of a mesh from ambient occlusion ?
on Mar 9, 2012 at 10:55:34 am

Hello,

Thanks, it works. I managed to apply AO to each material except the one that was causing the problem, however i have another issue. I have a hair object and since i cant use the AO in the post effects i have to find a way to make it work other way. I tried to find some answers online but without success :(.

Is there a way to apply AO to a hair material?


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Adam Trachtenberg
Re: Is there a way to exclude part of a mesh from ambient occlusion ?
on Mar 9, 2012 at 4:24:35 pm

I don't think it's possible unless you set the hair object to generate geometry (Hair Object>Generate>Type:). In that case you can place a regular material on the hair object. The down side is that lose the shading options from the hair material.

In any case, I don't think the AO post effect does anything with hair unless you generate geometry, too.


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