Category: mental ray > Texture
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. |
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