Graphics Programs Reference
In-Depth Information
Primary Diffuse Scale Use this setting to adjust the overall lighting level globally in the
scene. The higher the value of this color, the brighter the scene. You can type values
greater than 1 in the Color Chooser.
The Point Density and Point Interpolation attributes,
along with several other attributes under the Final Gathering
section, optimize and further control the FG settings for
optimum efficiency and results, especially with animated
scenes. Consider using the basic settings shown in this chap-
ter to become familiar with mental ray for Maya, and then
use FG to crank out fast and elegant renders to show off your
models until you get more comfortable with mental ray.
When you get into complicated and intricate mental ray
renders, you should consult the Maya documentation to
learn more about its advanced settings. For now, however,
using FG with basic settings will get you going. Final Gather
is a tough nut to crack; it will take you some time to become
proficient at rendering with FG in scene files and especially with animated scenes.
Later in this chapter, you'll try your hand at using FG, HDRI, and regular lights to
render the decorative box from the previous chapters.
Figure 11.65
Accuracy set at
500 increases the
smoothness of the
soft shadows. It's
hard to see here,
but you'll notice it in
your own render.
Ambient Occlusion
Ambient Occlusion is a special render pass that helps add depth and reality to a ren-
der. Ambient Occlusion goes by the premise that when two objects or surfaces are close to
each other, they reduce the amount of light at the intersection. Ambient Occlusion passes
make for great contact shadows and bring out the definition in surface creases and cor-
ners very nicely. Figure 11.66 shows an Ambient Occlusion pass for the living room scene
from the PDF Global Illumination exercise included on the topic's CD.
Figure 11.66
The Ambient Occlu-
sion pass is black
and white and is
used to darken
areas of the original
color render.
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