Occlusion
Ambient Occlusion
Occlusion is a fast and simple method to simulate the effects of
global illumination. Occlusion is the extent to which the area
above a point is covered by other geometry. This is achieved by
tracing a number of probe rays inside the hemispherical area
above the point and testing to what extent this region is
blocked.
Typical use of this shader is ambient occlusion,
where the shader is used to scale the contribution of ambient lighting
(which in turn may come from a diffuse environment map shader). For this use
the shader should be assigned to the ambient parameters of materials
like mib_illum_phong.
Another use of occlusion is reflective occlusion, where
the shader is used to scale the contribution from a reflection
map. For this use, the shader is generally plugged into an
environment or reflection shader slot of a material, and the
actual environment map image is plugged into the bright
parameter. An alternative is to allow the return value of the
occlusion shader to modulate the strength attribute of a
reflection map shader.
A third use is to create files for external compositing, where
the occlusion shader is assigned as the primary material shader on
every object in the scene. The output can be used to modulate other
render passes to achieve proper compositing in post-production.
The shader may also be used as a light shader. The light
source must be an area light of the user type. This generates
an "ambient" lightsource with built in occlusion.
This shader only depends on base ray tracing features provided by
mental ray, and does neither use nor benefit from advanced computations
like final gathering or global illumination.
mib_amb_occlusion
color "mib_amb_occlusion" (
integer "samples" default 16,
color "bright" default 1 1 1 1,
color "dark" default 0 0 0 0,
scalar "spread" default 0.8,
scalar "max_distance" default 0,
boolean "reflective" default off,
integer "output_mode" default 0,
boolean "occlusion_in_alpha" default off
# Version 2 parameters
scalar "falloff" default 1.0,
integer "id_inclexcl" default 0,
integer "id_nonself" default 0)
- samples
- is the number of probe rays that will be sent.
More rays yield a smoother image. Occlusion mapping will never be
as smooth as well-tuned final gathering or photons, but is
computationally cheap.
- bright
- is the color used when no occluding objects are
found.
- dark
- is the color used when total occlusion
occurs. In most practical cases it is set to black. For partial
occlusion, a gradual mix between the bright and
darkcolors is returned.
- spread
- defines how large an area of the hemisphere
above the point is sampled. The value defines a cone around the
sampling direction which is narrower for small values and wider
for large values. It ranges from 0.0, for a cone that is a single
direction, to 1.0 for a cone that covers the entire hemisphere.
- max_distance
- is the range within which geometry is
probed. If it is zero, the entire scene is sampled. If it is a
nonzero value, only objects within this distance will be
considered (which makes sampling much faster) where objects
outside this range do not occlude at all and objects that are
closer occlude more strongly as the distance approaches zero.
- reflective
- if turned off sampling is performed in a cone
area based around the surface normal. If reflective is on,
the samples are instead distributed around the reflection
direction. This generates reflective occlusion which can
enhance the realism of reflection mapping greatly.
- output_mode
- defines what the returned color is: 0
enables standard occlusion behaviour; 1 enables environment
sampling. This changes the behavior of the shader slightly. As
directions are probed for occlusion, the current environment is
also sampled and weighted based on how occluded that particular
direction is. In mode 1 the output of the function is the
gathered weighted environment colors multiplied by the
bright color, and as a convenience the dark
color is added.
-
Setting output_mode to 2 enables bent normals. The
average unoccluded world space normal direction is calculated and
returned encoded as a color where red is x, green is y and blue
is z. Setting output_mode to 3 is the same as 2 but the
normals are encoded in the camera coordinate space instead.
- occlusion_in_alpha
- if turned on, the scalar occlusion
value is put in the returned colors alpha component, regardless
of what output_mode is set to. The other color components
remain as before.
- falloff
- only matters when max_distance is
nonzero and defines the speed at which the occlusion is attenuated
by distance. Technically, it is a power function applied to the
normalized distance from 0 to max_distance. The default value
of 1.0 is a linear falloff. Values below 1.0 makes the falloff more
rapid. Practically this means that for lower values occlusion is
stronger for short distances (in small corners and crevices) and
softer over larger distances.
- id_inclexcl
- defines an object instance label number to be
included (or excluded) from being considered occluding by the shader.
Set to 0 the parameter has no effect. A positive integer means that
only object instances with a label that matches this number
will cause occlusion. A negative reverses the condition and includes
all object instances except those with a matching label.
- id_nonself
- works similar to id_inclexcl in that it is
an object instance label determining which objects do not self-occlude.
Set to 0 it has no effect. Set to a positive integer will
prevent any object with that label from occluding other objects
with the same label. This is useful for "matte" or "stand-in"
objects that represents existing geometry in a photographic background
since any inter-occlusion between such objects are already present in
the background photo. Simple exclusion by id_inclexcl cannot be
used in this case because occlusion cast by "stand-in" background
geometry onto foreground geometry and vice versa is both desired -
only background-to-background occlusion needs to be prohibited.
Fast Occlusion
This shader is an alternative version to
mib_amb_occlusion
with similar funcionality, but it is fully utilizing the ambient occlusion
facilities built into mental ray. This offers optimal rendering performance
and the possibility to benefit from the ambient occlusion cache,
if enabled.
Note, this shader can not be used as a light shader.
mib_fast_occlusion
color "mib_fast_occlusion" (
integer "samples" default 0,
color "bright" default 1 1 1 1,
color "dark" default 0 0 0 0,
scalar "spread" default 0,
scalar "spread_exp" default 1,
scalar "max_distance" default 0,
boolean "reflective" default off,
integer "output_mode" default 0,
boolean "occlusion_in_alpha" default off,
integer "cache_points" default 0)
- samples
- is the number of probe rays that will be sent.
More rays yield a smoother image. If the ambient occlusion cache is enabled,
this attribute will be ignored: the number of points to use for cache
interpolation is controlled by the cache_points attribute, see below.
- bright
- is the color used when no occluding objects are
found and dark is the color used when total occlusion
occurs. In most practical cases it is set to black. For partial
occlusion, a gradual mix between the two colors is returned.
- spread
- defines how large an area of the hemisphere
above the point is sampled. Unlike the
mib_amb_occlusion
shader, this value is the cosine of the angle between the normal and the
maximum direction. Its value ranges from 0.0 for a cone that covers the
entire hemisphere to 1.0 for a cone that is a single direction.
- spread_exp
- is the exponent of the spreading angle. It controls how
the rays shot from the sampling point concentrate around the normal.
A higher value means more density around the normal.
Currently
not supported by mental ray but provided for future extensions.
- max_distance
- is the range within which geometry is
probed. If it is zero, the entire scene is sampled. If it is a
nonzero value, only objects within this distance will be
considered (which makes sampling much faster) where objects
outside this range do not occlude at all and objects that are
closer occlude more strongly as the distance approaches zero.
- reflective
- if turned off sampling is performed in a cone
area based around the surface normal. If reflective is on,
the samples are instead distributed around the reflection
direction. This generates reflective occlusion which can
enhance the realism of reflection mapping greatly.
- output_mode
- defines what the returned color is: 0
enables standard occlusion behaviour; 1 enables environment
sampling. This changes the behavior of the shader slightly. As
directions are probed for occlusion, the current environment is
also sampled and weighted based on how occluded that particular
direction is. In mode 1 the output of the function is the
gathered weighted environment colors multiplied by the
bright color, and as a convenience the dark
color is added.
-
Setting output_mode to 2 enables bent normals. The
average unoccluded world space normal direction is calculated and
returned encoded as a color where red is x, green is y and blue
is z. Setting output_mode to 3 is the same as 2 but the
normals are encoded in the camera coordinate space instead.
- occlusion_in_alpha
- if turned on, the scalar occlusion
value is put in the returned colors alpha component, regardless
of what output_mode is set to. The other color components
remain as before.
- cache_points
- is used to control the number of ambient occlusion points
to lookup for interpolation in the ambient occlusion cache. If the latter is
not enabled this attribute will be ignored. A value of 0 means the number
of ambient occlusion points will be determined by mental ray settings, any
value greater then 0 will override the setting for the current object.
Values smaller than 64 give more precise results but artifacts can appear.
Higher values tend to produce a blurry image.
Ambient Occlusion using Final Gathering
The mental ray final gathering algorithm always computes a scalar
occlusion value. This utitily shader simply returns this value as a
grayscale result.
mib_fg_occlusion
color "mib_fg_occlusion" (
color "result_when_fg_is_off" default 1 1 1 1
)
version 1
- result_when_fg_is_off
- becomes the return value when final gathering
is off. When final gathering is on, the occlusion value is returned as a
grayscale value, and the parameter is never evaluated at all or used in any way.
-
Hence, connecting mib_amb_occlusion
to the result_when_fg_is_off parameter, the result will be occlusion
calculated by final gathering when it is on, and occlusion calculated by
mib_amb_occlusion when
final gathering is off.
Bent Normals
"Bent normal" is a term used for the average
un-occluded direction vector from a surface point. For completely
un-occluded surfaces this is the same as the normal vector, but for
surfaces occluded by other geometry it points in the direction in which
the least amount of occluding geometry is found. Bent normals are used
as an acceleration technique for ambient occlusion, allowing very
fast rendering that look like global illumination or
final gathering lit by an environment at a small fraction of the
rendering time.
Ambient occlusion as done by the
mib_amb_occlusion shader
is a ray tracing technique that casts potentially large numbers of probe rays
to determine to which extent a surface point is occluded. The speed of this
operation depends on the number of rays (samples), the reach of
the rays (max_distance) and the complexity of the scene.
When rendering an animation (or multiple views of the same scene),
any object that does not move, does not change shape, or has no moving
occluding object nearby will yield the same result for every frame.
Therefore one can "bake" (render to a file) the ambient occlusion
solution once in a first rendering pass, and re-use this result
in subsequent rendering passes for any number of frames, with potentially
huge performance gains. If one also "bakes" the average un-occluded
direction (the bent normal) to a texture, the entire process of lighting
the object based on an environment is moved to this second rendering pass,
without having to trace a single ray.
By setting the output_mode parameter to 2, 3, or 4 on the
ambient occlusion shader
mib_amb_occlusion,
bent normals are returned with the vector being encoded as a color where
x is red, y is green, and z is blue. If occlusion_in_alpha is
enabled, the scalar occlusion value is returned in the alpha channel.
This color can be baked into a texture, for example with the help of
mib_lightmap_write
by connecting mib_amb_occlusion
to its input parameter and rendering.
Once the texture file is generated,
mib_bent_normal_env
can be assigned to a surface shader (for example to the ambient
parameter of
mib_illum_phong
to look up an environment to light the object based on the baked bent normal
texture, which is placed in the bent_normals parameter of
mib_bent_normal_env.
This allows an extremely low-overhead simulation of global
illumination-like effects for rigid objects and is especially suitable
for animations. The technique does not work on deformable objects since
their occlusion, shape, and normals can vary from frame to frame. For
deformable objects, it is better to apply the occlusion shader directly,
without baking its output.
mib_bent_normal_env
color "mib_bent_normal_env" (
color "bent_normals" default 0 0 0 1,
boolean "occlusion_in_alpha" default on,
color "occlusion" default 1 1 1,
scalar "strength" default 0.2,
shader "environment",
integer "coordinate_space" default 2,
integer "env_samples" default 1,
scalar "samples_spread" default 0.0,
transform "matrix" default 1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
)
- bent_normals
- is the bent normal data output by the occlusion
shader. It should be baked to the object. This is usually attached
to a node that does the texture lookup such as
mib_texture_lookup.
The texture mapping used for generating the texture must match with
the one used for lookup.
- occlusion_in_alpha
- specifies whether the scalar occlusion value
is already baked into the alpha channel of the "bent normals" pass.
This uses slightly less memory but many "bake to texture" functions
of OEM integrations of mental ray do not bake the alpha channel.
- occlusion
- is the separate occlusion channel, to be used if it was
not already baked into the alpha channel.
- strength
- is a simple scalar multiplier for the effect.
- environment
- is the environment shader to look up. If none is
provided, the environment from the material is used. To avoid image
noise, it is often desirable to use a separate, highly blurred
environment map with no high-resolution detail.
- coordinate_space
- defines the coordinate space of the bent normal:
- 0 is "unmodified". The bent normal data is in internal space.
- 1 is "by matrix". The bent normal data is transformed with the
passed transformation matrix.
- 2 is world space.
- 3 is camera space.
- 4 is object space. This is often the most useful mode. If the
map is both created and used in object space, it will automatically
follow the object as it moves through an animation.
- The coordinate space numbers match the output_mode parameter values
of the ambient occlusion shader, where 2 is world space, 3 is camera
space, and 4 is object space.
- env_samples
- is the number of samples to take from the environment
map. Normally, a highly-blurred environment map is used where only one
sample is sufficient, but it is possible to multi-sample the environment
map by setting a non-zero value.
- sample_spread
- is the spread factor for each individual environment
sample. The range is from 0.0 (infinitely thin rays -- a single sample)
to 1.0 (the entire hemisphere is sampled).
- matrix
- is an explicit transformation matrix applied to the normal
data when coordinate_space is 1. This allows arbitrary transformations.
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