Game Development Reference
In-Depth Information
work for other materials as well and can allow for assembling of materials
in the Hypershade rather than via the Attributes Editor as we have been
doing in the past.
Step 9: Adjust the mib_amb_occlusion node. In the Hypershade, double-
click the mib_amb_occlusion1 node. This will open its attributes in the
Attribute Editor. Change the samples to 256 (the rest of the settings
should be fine).
Why?
A low sample rate will render quickly but will be very grainy. In some
cases this may be the desired effect, but not in this one. By turning up the
sample rate, the AO will be smoother and more refined.
Step 10: Change the render settings to render with Mental Ray. Go to
Window>Rendering Editors>Render Settings. Change the Render Using
drop-down to mental ray. Click the Quality tab and change the Quality
Presets to Production.
Why?
The ambient occlusion node we are using is a mental ray only node.
Step 11: Apply the surface shader to AegisChung. You can do this by
middle-mouse-dragging the surface shader from the Hypershade onto the
geometry in the view panel. Or, in the view panel, right-click-hold Aegis and
select Assign Existing Material>surfaceshader1 from the hotbox menu.
Step 12: Render ( Figure 9.46 ).
Figure 9.46 Render with a surface
shader using AO.
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