Again on the matter of AO:
after a bit of experimentation I couldn’t find a nice solution that gives the desired result. The fact is that the current Fast AO takes the world as input, while the good’ol ambient occlusion is “additional light” from everywhere. I tried adding white background shader to the world shader via an isDiffuse (only adding for diffuse pass) to mimic AO behaviour, but it turns out that closed volumes (as interior renders) occlude the world lighting anyway, while plain AO just works also “from the inside”, as we are used to.
So, my 2 cents…: please bring back AO!
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