Hi Michael,
The Ambient Occlusion pass is used all the time in VFX, to produce punchier contact shadows. All the render engines I have used so far (V-Ray, Arnold, RenderMan... ) can produce either a clean AO pass, with no grey where the white should be, or a chalk render, like the one that comes out of VRED render pass.
In VRED I have no options/parameters to tweak, when it comes to the AO pass.
A render without a proper AO pass looks dull, flat and, despite it not to being physically accurate, wrong. That's why I need to be able to tweak it, in order to have something similar to the baked version (which is still a lot worse than the AO pass coming from the render engines mentioned above), and achieve the contact shadows and the cavities that would otherwise be unrealistically lit (e.g. doors shut lines, tyre tread cavities and dents, walls corners... And so on and so forth).
The render pass makes the render slower only because AO is not part of the beauty, unlike the other passes, but it is needed and it is the most common thing you would see in a standard VFX comp job.
Yes it's for artistic/aesthetic reasons, and not "just". My job as a Viz artist is to make pretty renders and animations. An AO pass is one of the "tools" that helps achieving exactly that purpose.
Besides, it's there, and I would have liked it to be useful the same way it is in other software (unfortunately I am stuck with VRED for this particular job).
If I should forget about it, then the VRED developers should just get rid of it. No reasons for it to be there in this state.
Thanks for the feedback.
Best regards
At the end of the day this does not solve my problem.