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	<title>PixelCG Tips &#38; Tricks</title>
	<atom:link href="http://www.pixelcg.com/blog/?feed=rss2" rel="self" type="application/rss+xml" />
	<link>http://www.pixelcg.com/blog</link>
	<description>Thinking Out Loud</description>
	<lastBuildDate>Thu, 02 Sep 2010 16:00:42 +0000</lastBuildDate>
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		<item>
		<title>Model showcase part 3 – Tutorial</title>
		<link>http://www.pixelcg.com/blog/?p=778</link>
		<comments>http://www.pixelcg.com/blog/?p=778#comments</comments>
		<pubDate>Thu, 19 Aug 2010 18:14:25 +0000</pubDate>
		<dc:creator>Ashraf</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Mental ray]]></category>
		<category><![CDATA[Ambient Occluison]]></category>
		<category><![CDATA[Contour]]></category>
		<category><![CDATA[custom Shader]]></category>
		<category><![CDATA[lines]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[Shader]]></category>

		<guid isPermaLink="false">http://www.pixelcg.com/blog/?p=778</guid>
		<description><![CDATA[In this short tutorial we will explore how to show case your model in new and interesting way. The idea is to have both outline render combined with Ambient Occlusion look. You can achieve the same result number of ways, in this process we will explore the render in one pass by modifying the Shader [...]]]></description>
			<content:encoded><![CDATA[<p>In this short tutorial we will explore how to show case your model in new and interesting way.<br />
The idea is to have both outline render combined with Ambient Occlusion look.<br />
You can achieve the same result number of ways, in this process we will explore the render in one pass by modifying the Shader itself.</p>
<p>First we start by adding a surface Shader to the model.<br />
Attach a mib_amn_occlusion node to the Out Color of the surface Shader.<br />
Adjust the color and values to your linking.</p>
<p><img class="alignnone size-full wp-image-779" title="mib_amb_occluion settings" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/08/mib_amb_settings.jpg" alt="" width="400" height="429" /></p>
<p>The render should look something like this</p>
<p><img class="alignnone size-full wp-image-780" title="AO render" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/08/AO-render.jpg" alt="" width="400" height="300" /></p>
<p>Now to add the lines<br />
Go to the SG node of  the surface Shader</p>
<p>Under mental ray &gt; Contours &gt; Enable contour render</p>
<p><img class="alignnone size-full wp-image-781" title="surface SG node" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/08/surfaceSGnode.jpg" alt="" width="400" height="510" /></p>
<p>In the render settings under the feature tab.<br />
Contours &gt; Enable Contour rendering.<br />
Draw By property Difference &gt; Enable Around all ply faces.</p>
<p><img class="alignnone size-full wp-image-782" title="render settings" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/08/render-settings.jpg" alt="" width="400" height="510" /></p>
<p>The final render of  Khunm</p>
<p><img class="alignnone size-full wp-image-783" title="AO and line render" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/08/AO-and-line-render.jpg" alt="" width="400" height="300" /></p>
<div id="_mcePaste" style="position: absolute; left: -10000px; top: 2014px; width: 1px; height: 1px; overflow: hidden;">
<h1 id="firstHeading" class="firstHeading">Khnum</h1>
</div>
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		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Maya 2011 send to Mudbox – Tip</title>
		<link>http://www.pixelcg.com/blog/?p=767</link>
		<comments>http://www.pixelcg.com/blog/?p=767#comments</comments>
		<pubDate>Fri, 16 Jul 2010 18:43:53 +0000</pubDate>
		<dc:creator>Ashraf</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[Mudbox]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[FBX]]></category>
		<category><![CDATA[selected]]></category>

		<guid isPermaLink="false">http://www.pixelcg.com/blog/?p=767</guid>
		<description><![CDATA[Maya 2011 comes with a new option called “Export selected to Mudbox” To get this option working, you need to identify where is Mudbox installed on your machine and the location of the temp file that will be generated before launching Mudbox. Go to Windows &#62; Setting and Preferences &#62; Preferences  under Applications Located Mudbox.exe [...]]]></description>
			<content:encoded><![CDATA[<p>Maya 2011 comes with a new option called “Export selected to Mudbox”<br />
To get this option working, you need to identify where is Mudbox installed on your machine and the location of the temp file that will be generated before launching Mudbox.</p>
<p><a href="http://www.pixelcg.com/blog/wp-content/uploads/2010/07/Export-selected.jpg"><img class="alignnone size-full wp-image-768" title="Export selected" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/07/Export-selected.jpg" alt="" width="400" height="300" /></a></p>
<p>Go to Windows &gt; Setting and Preferences &gt; Preferences  under Applications<br />
Located Mudbox.exe and the location of your temp folder.</p>
<p><a href="http://www.pixelcg.com/blog/wp-content/uploads/2010/07/Export-to-Mudbox.jpg"><img class="alignnone size-full wp-image-769" title="Export to Mudbox" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/07/Export-to-Mudbox.jpg" alt="" width="400" height="300" /></a></p>
<p><em>Note:</em> Mac users need to navigate to the application folder using the folder icon rather than manually inputting the path in the field.<br />
Double-click the .app file and then navigate to Contents/MacOS/Mudbox.</p>
<p>Once you use the export to Mudbox option, you will notice a temp .FBX file generated in your temp location and that will be automatically deleted once Mudbox launches it, so make sure to save before closing the application.</p>
<p><img class="alignnone size-full wp-image-770" title="temp folder" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/07/temp-folder.jpg" alt="" width="400" height="300" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelcg.com/blog/?feed=rss2&amp;p=767</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Multi UV tile is black in Maya viewport</title>
		<link>http://www.pixelcg.com/blog/?p=752</link>
		<comments>http://www.pixelcg.com/blog/?p=752#comments</comments>
		<pubDate>Thu, 24 Jun 2010 01:41:32 +0000</pubDate>
		<dc:creator>Ashraf</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[display]]></category>
		<category><![CDATA[hardware]]></category>
		<category><![CDATA[Mudbox]]></category>
		<category><![CDATA[tile]]></category>
		<category><![CDATA[UV]]></category>

		<guid isPermaLink="false">http://www.pixelcg.com/blog/?p=752</guid>
		<description><![CDATA[If you use the multi channel setup MEL found here to import Mubdbox texture files. You might notice that Maya viewport is only showing the first UV tile (tile 0-1) and the rest will be black. This is the default behavior for Maya 2011 and that can be easily fixed by going to the Shader [...]]]></description>
			<content:encoded><![CDATA[<p>If you use the multi channel setup MEL found <a href="http://www.pixelcg.com/blog/?p=88">here</a> to import Mubdbox texture files.<br />
You might notice that Maya viewport is only showing the first UV tile (tile 0-1) and the rest will be black.</p>
<p><img class="alignnone size-full wp-image-761" title="UV tile not showing" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/07/UV-tile-not-showing.jpg" alt="" width="400" height="300" /><br />
This is the default behavior for Maya 2011 and that can be easily fixed by going to the Shader Attribute Editor &gt; Hardware Texturing and change the texture channel from Color to Combined Textures.</p>
<p><img class="alignnone size-full wp-image-754" title="hardware texture display" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/hardware-texture-display.jpg" alt="" width="400" height="282" /></p>
<p>Maya should now display the mesh as Mudbox does.</p>
<p><img class="alignnone size-full wp-image-755" title="UV tile  showing" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/UV-tile-showing1.jpg" alt="" width="400" height="300" /></p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelcg.com/blog/?feed=rss2&amp;p=752</wfw:commentRss>
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		</item>
		<item>
		<title>Mental ray standalone 3.8.1 iray for Maya 2011</title>
		<link>http://www.pixelcg.com/blog/?p=716</link>
		<comments>http://www.pixelcg.com/blog/?p=716#comments</comments>
		<pubDate>Fri, 18 Jun 2010 00:26:12 +0000</pubDate>
		<dc:creator>Ashraf</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Mental ray]]></category>
		<category><![CDATA[iray]]></category>
		<category><![CDATA[progressive]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[render time]]></category>
		<category><![CDATA[standalone]]></category>

		<guid isPermaLink="false">http://www.pixelcg.com/blog/?p=716</guid>
		<description><![CDATA[Even though the name sounds like an Apple product but it is not! First I like to give credit for Ryan Brady for starting this thread on cgtalk. In my sample file I used mental ray DOF , IBL and FG. Render time 17:23 min In order to incorporate the iray function in your favorite [...]]]></description>
			<content:encoded><![CDATA[<p>Even though the name sounds like an Apple product but it is not!<br />
First I like to give credit for <a href="http://rbrady.cgsociety.org/gallery/">Ryan Brady</a> for starting this <a href="http://forums.cgsociety.org/showthread.php?f=7&amp;t=877874&amp;highlight=iray">thread</a> on cgtalk.<br />
In my sample file I used mental ray DOF , IBL and FG.</p>
<p><a href="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/mrRender.jpg"><img class="alignnone size-full wp-image-718" title="mental ray render" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/mrRender.jpg" alt="" width="400" height="300" /></a><br />
<span style="color: #800000;">Render time 17:23 min</span></p>
<p>In order to incorporate the iray function in your favorite 3d app, you will need to have an installed copy of mental ray Standalone 2011.<br />
I have been using Maya in my tests so here is an example of what I’ve done.</p>
<p>Copy the following 3 .dll files<br />
cudart.dll<br />
libiraymr.dll<br />
libiray.dll<br />
From: C:\Program Files\Autodesk\mrstand3.8.1-adsk2011\bin<br />
To: C:\Program Files\Autodesk\Maya2011\bin</p>
<p>To get iray to appear in our render options, you will need to use the following MEL script<br />
(You will require at least one render with mental ray in order to get the midefaultoption node to appear in your scene.)</p>
<pre>setAttr -type "string" miDefaultOptions.stringOptions[28].name "iray";
setAttr -type "string" miDefaultOptions.stringOptions[28].value "on";
setAttr -type "string" miDefaultOptions.stringOptions[28].type "boolean";</pre>
<p><img class="alignnone size-full wp-image-720" title="iray string" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/iray-string.jpg" alt="" width="400" height="120" /></p>
<p>Note:   Since iray is not currently supported with Maya, you want to make sure that you only use mental ray nodes, this way the engine can render them without giving any errors.<br />
For the example, the IBL node is not currently supported, instead I used the mib_lookup in the camera environment slot.<br />
For DOF I used mental ray physical lens Shader:</p>
<p><img class="alignnone size-full wp-image-721" title="mental ray camera" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/mentalray_camera.jpg" alt="" width="400" height="120" /></p>
<p>In the Shader SG node, turn On Suppress all Maya Shaders and turn Off Export with shading Engine.</p>
<p><img class="alignnone size-full wp-image-722" title="custom Shader" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/customShader.jpg" alt="" width="400" height="120" /></p>
<p>If I would to render as is, my render would come something like this:</p>
<p><a href="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/irayRender2.29-120s.jpg"><img class="alignnone size-full wp-image-723" title="iray Render 2.29" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/irayRender2.29-120s.jpg" alt="" width="400" height="300" /></a><br />
<span style="color: #993300;">Render time 2:29 min</span></p>
<p>In order to control the quality of the render, you would also need to enable the progressive rendering:</p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[34].name &#8220;progressive&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[34].type &#8220;boolean&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[34].value &#8220;on&#8221;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[35].name &#8220;progressive subsampling size&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[35].type &#8220;integer&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[35].value &#8220;1&#8243;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[36].name &#8220;progressive subsampling mode&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[36].type &#8220;string&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[36].value &#8220;sparse&#8221;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[37].name &#8220;progressive subsampling pattern&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[37].type &#8220;string&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[37].value &#8220;linear&#8221;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[38].name &#8220;progressive min samples&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[38].type &#8220;integer&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[38].value &#8220;4&#8243;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[39].name &#8220;progressive max samples&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[39].type &#8220;integer&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[39].value &#8220;100&#8243;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[40].name &#8220;progressive max time&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[40].type &#8220;integer&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[40].value &#8220;0&#8243;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[44].name &#8220;progressive error threshold&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[41].type &#8220;float&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[41].value &#8220;0.0130&#8243;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[42].name &#8220;progressive occlusion cache points&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[42].type &#8220;integer&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[42].value &#8220;0&#8243;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[43].name &#8220;progressive occlusion cache rays&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[43].type &#8220;integer&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[43].value &#8220;128&#8243;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[44].name &#8220;progressive occlusion cache max frame&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[44].type &#8220;integer&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[44].value &#8220;32&#8243;;</em></p>
<p><em>setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[45].name &#8220;progressive occlusion cache exclude&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[45].type &#8220;integer&#8221;;<br />
setAttr -type &#8220;string&#8221; miDefaultOptions.stringOptions[45].value &#8220;0&#8243;;</em></p>
<pre><em></em></pre>
<p>For more info regarding progressive rendering, please refer to Matteo Magnazzi <a href="http://blog.matteomagnazzi.com/">blog</a>.</p>
<p>Now we can control the quality by changing the render time:</p>
<p><img class="alignnone size-full wp-image-725" title="progressive rendering" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/progressive300.jpg" alt="" width="400" height="120" /></p>
<p>Note:   To confirm that the iray is active you should see the following message in your output window</p>
<p><em><em><em>RC 0.10 info : progressive: using iray renderer<br />
IRAY 0.10 info : loading iray rendering plugin from C:\Program Files\Autodesk\Maya2011\bin\\libiray.dll<br />
IRAY 0.10 info : loading iray integration plugin from C:\Program Files\Autodesk\Maya2011\bin\\libiraymr.dll<br />
IRAY 0.10 info : found 1 CUDA devices<br />
IRAY 0.10 info : defaulting to use all CUDA devices</em></em></em></p>
<p><a href="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/irayRender5.21-300s.jpg"><img class="alignnone size-full wp-image-726" title="iray mental ray Render " src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/irayRender5.21-300s.jpg" alt="" width="400" height="300" /></a><br />
<span style="color: #993300;">Render time 5:31 min</span></p>
<p>Going with higher settings:</p>
<p><a href="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/irayRender17.21-300s.jpg"><img class="alignnone size-full wp-image-727" title="iray Render final" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/06/irayRender17.21-300s.jpg" alt="" width="400" height="300" /></a><br />
<span style="color: #993300;">Render time 10 min</span></p>
<p>Final thoughts:<br />
iray is still beta and not intended to be used with Maya yet, so expect lots of crashes and the occasional freeze.</p>
<p>If you get black render, rename or nvcuda.dll in C:\Windows\System32.<br />
Restart and try again.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.pixelcg.com/blog/?feed=rss2&amp;p=716</wfw:commentRss>
		<slash:comments>12</slash:comments>
		</item>
		<item>
		<title>Creating Ambient Occlusion with transparency texture– Tutorial</title>
		<link>http://www.pixelcg.com/blog/?p=698</link>
		<comments>http://www.pixelcg.com/blog/?p=698#comments</comments>
		<pubDate>Wed, 02 Jun 2010 15:06:22 +0000</pubDate>
		<dc:creator>Ashraf</dc:creator>
				<category><![CDATA[Maya]]></category>
		<category><![CDATA[Mental ray]]></category>
		<category><![CDATA[Ambient Occluison]]></category>
		<category><![CDATA[AO]]></category>
		<category><![CDATA[custom Shader]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[transparency]]></category>

		<guid isPermaLink="false">http://www.pixelcg.com/blog/?p=698</guid>
		<description><![CDATA[In my previous post Dissecting the mib_amb_occlusion node. I talked about using transparency in Ambient occlusion, but I didn’t really cover the subject of using texture with alpha and having that casing AO on the nearby object. In this simple scene we have a texture file with alpha assigned to a separate geometry. If we [...]]]></description>
			<content:encoded><![CDATA[<p>In my previous post<a href="http://www.pixelcg.com/blog/?p=14"> Dissecting the mib_amb_occlusion node</a>. I talked about using transparency in Ambient occlusion, but I didn’t really cover the subject of using texture with alpha and having that casing AO on the nearby object.</p>
<p>In this simple scene we have a texture file with alpha assigned to a separate geometry.<br />
<img class="alignnone size-full wp-image-699" title="Maya display" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/05/display.jpg" alt="" width="400" height="300" /></p>
<p>If we would to render, we get this result.<br />
<img class="alignnone size-full wp-image-700" title="color render" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/05/color.jpg" alt="" width="400" height="300" /></p>
<p>A regular AO pass would look something like so<br />
<img class="alignnone size-full wp-image-701" title="Regular Ambient occlusion render" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/05/reg_AO.jpg" alt="" width="400" height="300" /></p>
<p>This in theory is accurate, since ambient occlusion doesn’t recognize alpha in texture files.<br />
To get around this limitation, we will be using the mib_fg_occlusion node found under Mental ray lights in the Hypershade (don’t ask me why it’s setting there)</p>
<p><em><strong>Note:</strong></em> The mib_fg_occlusion node requires having Final Gather to be turned on.</p>
<p>Create a surface Shader and assign the  mib_fg_occlusion to it’s out color.<br />
This Shader will act as the AO for the geometry without transparency.</p>
<p>Create another surface Shader that will be assigned to the transparency object.<br />
<img class="alignnone size-full wp-image-702" title="surface shader" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/05/surface-shader.jpg" alt="" width="400" height="300" /></p>
<p>Open the SG node of that new shader, under mental ray &gt; custom shader and add mib_transparency node (found under mental ray Sample Compositing)<br />
To get the AO to appear, we just need to add the same mib_fg_occlusion node to the Input of the mib_transparency.<br />
<img class="alignnone size-full wp-image-703" title="Ambient occlusion with no transparency " src="http://www.pixelcg.com/blog/wp-content/uploads/2010/05/AO_no_trans.jpg" alt="" width="400" height="300" /></p>
<p>Finally just add the mask of your texture file to the Trnsp slot of the mib_transparency.</p>
<p><img class="alignnone size-full wp-image-704" title="Ambient occlusion with transparency " src="http://www.pixelcg.com/blog/wp-content/uploads/2010/05/modf_AO.jpg" alt="" width="400" height="300" /></p>
<p>To get a better render of our AO, we need to increase the FG settings.</p>
<p><img class="alignnone size-full wp-image-705" title="Ambient occlusion with crisp transparency " src="http://www.pixelcg.com/blog/wp-content/uploads/2010/05/crisp_AO.jpg" alt="" width="400" height="300" /></p>
<p>Here is a screenshot for my shading network.</p>
<p><img class="alignnone size-full wp-image-706" title="shading network for AO transparency" src="http://www.pixelcg.com/blog/wp-content/uploads/2010/05/shadingNetwork.jpg" alt="" width="400" height="300" /></p>
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