Compositor setup that makes AO more useful for realism (.blend included)


saved_25_ex.blend (676 KB)

This .blend file and compositor setup shows how AO can be a bit more useful than usual when dealing with using that feature for realism, with use of multiple passes to create a multiply map which gets quite close to eliminating dirty AO shadows in brightly lit areas, here you see the dirty AO shadows aren’t really seen in the areas lit by the sunlamp, while the AO range is big enough to encompass all surfaces in a decent fake GI solution.

This needs 2.5 and I saved it in Jaguarandi’s build (but assuming it will work in 2.5 trunk)

Looks great. I haven’t tried 2.5 yet, but I’ll keep this in mind.