How to use AO with aiStandardSurface shader?
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Is there a way to incorporate ambient occlusion shading with an aiStandardSurface shader to render it within Maya? I know you can output a separate AO pass for compositing in other apps, but how do you use it withing Arnold to add shadow detail on top of an aiStandardSurface shader? Can you input an AO map or combine it with the aiAmbientOcclusion shader in some way to render within Maya?