OPG is a freeware utility for Max that allows you to
create occlusion passes with the click of a button. The plug in will allow you to control
all the relevant parameters and even keep bump / opacity / displacement maps in the
calculations.
To simplify the explanation, just think of a situation when all your objects have a simple
white color and your scene is lit equally from all directions by a white light. Basically
this should result in a blank white image, but what happens when some objects block a
certain amount of rays that should have gotten to other objects? Those rays don't reach the other object and as a
result, the parts where the rays were blocked will become darker. The more rays blocked,
the darker the surface will be. So basically what we get is a white image with dark areas
where geometry intersects with itself.
WHy
using it?
The resulting occlusion pass gives very
accurate and smooth shadows that resemble the result of global illumination. Compositing
these shadows over your final render can significantly improve your image in many ways; it
can mainly improve your shadows, give more depth to your scene and really helps to better
show all the details of your models.
WHen to
use it?
After you decide you are finished with your scene and have rendered your image.
Use this plugin to render out another pass and then composite it over the render as
explained next:
How to use it?
> Download the plugin
here <
Install the plug in by simply placing it in the plugins
folder and select it in the utilities tab by clicking more.
When clicking the execute button, the plugin will switch to Mental Ray and
make all the necessary scene adjustments so all you have to do next is hit render.
Quick info on the parameters:
Samples - depending on the quality you want and the
time you have, 128 is usually enough to get and high quality result.
Spread - Higher values soften the shadows between the geometry by
expanding them further.
Max distance - when set on 0 it works like skylight, any other value makes
it calculate the occlusion "locally" to a certain distance. this
parameter determines the distance of the local calculation. This is a must for indoor
scenes.
Bump maps - Enabling this option will include the effect of
bump maps in the occlusion pass.
Displacement maps - Enabling this option will include the effect of
displacement maps in the occlusion pass. This option is a must when you have displacement
maps in your scene
Opacity maps - Enabling this option will include the effect of
opacity maps in the occlusion pass. This is VERY useful if you have objects with alpha
maps in your scene (for example leafs).
Execute this button makes all the necessary scene
adjustments so all you have to do next is hit render. If you decide to change a parameter
simply click this button again to execute again. (Note that if you decide to enable the
usage of maps after you already clicked it once you will have to get back to the original
scene first).
Save and rename - Enabling this option will automatically
save your scene to a different file adding _occ to
the filename (this is a good way to avoid accidentally saving over your original
scene and losing data).
Who's behind OPG?
Concept and design Ziv Qual
examples: