After being asked several times for the Maya 2008 version here it is - pretty much in time for Maya 2009 ;)
This shader is almost the same as the Mental Ray Ambient-Occlusion-Shader but for the default Maya Renderer.
Version 1.4
* Added Maya 2008 32/64 bit support
Version 1.3
* Added Maya 8.5 support
Version 1.2
* Added Maya 7.0 support
* Added a "Add Bounced"-Checker for easier in-node compositing of the original and the bounced color
Version 1.1
* Added Fake-Final-Gathering which takes the occlusion-rays and samples the color of the collided geometry. This results in a color-bleeding effect which looks kind-of FG.
installation:
-copy "ds_ao4maya.mll" to your "../Alias/Maya8.0/bin/plug-ins"-folder
-copy "render_ambientOcclusion.xpm" to your "../maya/VERSION/prefs/icons"-folder
-restart maya
-load the ds_ao4maya.mll (Window -> Settings/Preferences -> Plug-in Manager)
-you'll find the Ambient Occlusion Node in your Hypershade (under Surface)
info:
while looking at a tutorial for programming shaders for maya i was wondering how complicate it would be to create an ambient occlusion shader for maya. it wasn't too hard ...
attention:
you should be aware that this node definitly won't be faster than the mental-ray one if you want to achieve production-quality. The fg-fake mode
is very slow and originally just a possibility-test.
usage:
-don't forget to switch on raytracing
-everything works almost the same as the well-known mr-node
Fake FG usage:
-the shader computes the occlusion-rays and asks the collided geometry which color they have. Combining these results in a color-bleeding effect which looks kind-of FG.
-if the shader itself is asked for it's color (ray-depth > 0) it returns the color of it's "Bright"-attribute.
-so if you want to achieve a result like the third picture in the attached image you have to connect your original shaders (different colored lamberts in this case) to the "Bright"-attribute of new created ao4maya-nodes.
-have a look at the supplemented maya-scene!
-if you're using raytraced shadows don't forget to set their raydepth limit two at least 2
if you discover any problems / bugs please tell me!
if you achieve a nice rendering with it i'd be excited to see it!
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
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