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Ambient Occlusion pass with A and Y

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Lauren Thomas

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  • Joined: Sun Aug 06, 2017 3:04 pm
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Ambient Occlusion pass with A and Y

PostFri Nov 03, 2017 7:04 pm

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.
Attachments
2017-11-03 15_10_48-Fusion - [Composition6 _].png
Available channels
2017-11-03 15_10_48-Fusion - [Composition6 _].png (8.78 KiB) Viewed 1136 times
2017-11-03 15_10_17-Shaped_Rings_05.lxo_ - Modo.png
How i see AO in preview
2017-11-03 15_10_17-Shaped_Rings_05.lxo_ - Modo.png (128.8 KiB) Viewed 1136 times
- Lauren Thomas
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Bryan Ray

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Re: Ambient Occlusion pass with A and Y

PostFri Nov 03, 2017 7:20 pm

Y is probably Luminance. Assign it to all three color channels and see if it looks correct.
Bryan Ray
http://www.bryanray.name
http://www.sidefx.com
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Lauren Thomas

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  • Joined: Sun Aug 06, 2017 3:04 pm
  • Location: Toronto

Re: Ambient Occlusion pass with A and Y

PostFri Nov 03, 2017 7:23 pm

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!
- Lauren Thomas

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