From the course: 3ds Max: Rendering with Arnold
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Shading with ambient occlusion - 3ds Max Tutorial
From the course: 3ds Max: Rendering with Arnold
Shading with ambient occlusion
- Ambient occlusion is a shading effect that detects the distance between nearby surfaces. It was originally developed to block light from reaching recessed areas in a scene. With Arnold's brute force global illumination, we don't need AO for lighting, but it can still play a role in a shader network. In this case I want to apply a shading effect to this picture frame, where the recessed areas will be a little bit darker. And AO is an easy way to accomplish that. Let's open the material editor and launch the active shade window. I've got a standard surface assigned onto the frame already. Let's control the base color with an Arnold Ambient Occlusion node. Click and drag on the base color input, release the mouse, and choose Maps, Arnold, Surface, Ambient Occlusion. Double-click that new node and rename it Occlusion Frame silver. We see that the color has changed a little bit here. We need to adjust the…
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Contents
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Creating an Arnold Standard Surface4m 30s
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Base color and specular roughness6m 10s
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Mapping material parameters6m 53s
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Surface relief with bump mapping5m 15s
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Rendering metallic surfaces with metalness3m 46s
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Mapping opacity3m 4s
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Refracting light with transmission6m 18s
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Shading with ambient occlusion4m 17s
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Building an Arnold shading network2m 44s
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