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Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
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How can i use textures for opacity with the ambient occlusion shader in MtoA 2.0.1 for Maya 2017?

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Message 1 of 7
Soorej
3555 Views, 6 Replies

How can i use textures for opacity with the ambient occlusion shader in MtoA 2.0.1 for Maya 2017?

 
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Message 2 of 7
Stephen.Blair
in reply to: Soorej

As of Arnold 5, the opacity, ambient occlusion, and flat shaders are color shaders. They don't support opacity. You'll have to combine one of those shaders with a shader that does handle opacity (for example, use the color from ambient occlusion with the opacity from standard surface).



// Stephen Blair
// Arnold Renderer Support
Message 3 of 7
Soorej
in reply to: Soorej

Thank you so much@Stephen Blair

Message 4 of 7
Mr.baiking
in reply to: Soorej

I connect ambient occlusion to standard surface with opactiy, the beauty pass is fine , but i want to write this to the AOVs, it return black

Message 5 of 7
gabos993
in reply to: Soorej

Oh god..thanks a lot for this. I almost went crazy searching for the opacity option, and i coulndt find it since it was removed.

Message 6 of 7
Guilherme_Trevisan
in reply to: Soorej

I once needed an AO + Opacity for the leaves of a tree. To make it work I created an AiStandardSurface and plugged an AiAmbientOcclusion(OutColor) to its Emission Color (Emission Weight = 1), and removed any Base color and Specular.

After that I plugged the alpha of my leaf image to opacity R,G and B.

Then in visibility for the object I turned off everything except Primary Visibility,Cast Shadows, and Self Shadows. This worked for me.

Message 7 of 7
parabhdeep
in reply to: Soorej

For Alpha Ambient Occlusion

  • Go to render setting -> AOVS Tab->Add Custom
  • Add custom AOV and name it Occlusion
  • Select AOV and go to custom AOV Shader-> Add aiUtility shader to it
  • select aiUtility and shade mode to ambocc

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