What version of Max are you using? What renderers do you have access to? Is your scene in real-world scale? From my memory of using MR years back it has a decent AO output. Yes, a diffuse pass is just a 100% diffuse shader. Multiplying the AO in post as a layer will give you more control. With Vray dirt map you can nest…
It means it's a diffuse(for example mid-grey)render pass, an AO render pass and a reflection render pass composited together. It's what's commonly called a 'Clay Render', which in this case also has reflections. The shader could also be created directly and output as a single beauty render pass - which negates the need to…
Hmm. Maybe that's just what VRay's ambient occlusion looks like then. I do remember hearing somewhere that the original work actually was done in VRay, but I thought that MR should be able to replicate it since the concept of AO is pretty similar regardless of what engine is used to produce it. I've spent the last couple…
I've been trying...and trying...and trying to get a shading effect like this, but am getting nowhere. MR with skylight + portals, brute-force Final Gather calculations (interpolation set to zero, and takes several hours to finish) Scanline with Light Tracer, even GI from the V-Ray demo and nothing comes close. I need this…