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Ambient Occlusion pass with A and Y

PostPosted: Fri Nov 03, 2017 7:04 pm
by Lauren Thomas
Hi there,

I've rendered an ambient occlusion pass out of Octane that looked like what I am accustomed to in the preview but when loaded into fusion, the only channels are:

Ambient occlusion.Y
Ambient occlusion.A

Obviously, the A is alpha but I'm at a loss for setting this up. I plan on using this pass to hack together a shadow pass since Octane doesn't produce a formal shadow catcher but I'd like to know how I'm actually supposed to be using this pass.

Re: Ambient Occlusion pass with A and Y

PostPosted: Fri Nov 03, 2017 7:20 pm
by Bryan Ray
Y is probably Luminance. Assign it to all three color channels and see if it looks correct.

Re: Ambient Occlusion pass with A and Y

PostPosted: Fri Nov 03, 2017 7:23 pm
by Lauren Thomas
Yep! I did not know Y stands for luminance. YUV = luminance and a clever way to encode the red, green and blue weights. Apparently, it's a broadcast thing, says my friend who is currently trying to dumb this down for me. Thanks!