Thank you for the inside! It’s exciting to see what’s going on behind the scenes 🙂 Looking forward to more In the Lab posts!
One question: GPU AO currently seems not to be able to consider bump maps. Will this be possible in the future?
Since AO GPU does not call shaders, bump maps will not have an effect, because this is a shading effect. On the other hand, displacement mapping works perfectly fine, because it creates real surface structure.
Brilliant. We just need one for a new Interpolated GI solution, like lightCache!
any chance of taking “cutout opacity” into account with AO GPU?
it’s limiting not being able to see it reflected in AO, as it is the case with the “mib_amb_occlusion” shader, for example.
Nice work! Is there also a plan to integrate motion blur and DoF in the GPU AO Pass? In 3Ds Max this is at the moment not possible. Or I do something wrong.
Right, motion blur and depth of field are not supported. Not sure how useful that would be, since AO GPU generates a separate image for compositing.
I think, motion blur and dof is essential. If I have motion blur in my beauty I need motion blur in my AO, too. Otherwise it would look odd if I multiply them. Or am I wrong?
It seems logical to me too.
Compositing a render pass that has motion blur with an AO pass that does not, would look odd.
Prototype features (like lab tests) don’t usually show a complete feature.
finally the progressive view in action. cant wait for the maya integration to use it with mental ray.
Any official announcement, as to when should we -finally- expect that kind of progressive render view in Maya ?
So many years passed without a true and inbuilt solution.
Now that the competition, offers it by default, it’s time MentalRay offers such essential feature as well.