mib_fg_occlusion

 
 
 

Category: mental ray > Texture

Shader Family: Light

Output: Color

The mental ray final gathering algorithm always computes a scalar occlusion value. This utility shader simply returns this value as a grayscale result.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

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 this parameter is never evaluated or used.

If you connect the mib_amb_occlusion shader to this parameter, the result is occlusion calculated by final gathering when it is on, and occlusion calculated by the mib_amb_occlusion shader when final gathering is off.