In architectural rendering, one often needs to present a new image to a customer in a very short time. To get this done in a few minutes instead of hours, you can combine final gather with ambient occlusion (AO).
What is ambient occlusion? Briefly, it darkens occluded areas. For example, at the intersection of a wall and a floor, occlusion is higher than in the middle of the floor. Ambient occlusion does not transfer colors between surfaces; it simply darkens them.
To get a quite good image in minutes instead of hours, use final gather with a low density, such as 0.1. This is very fast and distributes light, including colors, in the scene. To get contact shadows and local details, add ambient occlusion. mental ray has special support for ambient occlusion that makes this fast.
The new mental ray Arch & Design material can do AO directly, in a single pass.
Use material-based Ambient Occlusion:
Final gather only |
Final gather combined with ambient occlusion |
The image with AO has good contact shadows and edges.
FG and AO with more interpolation
This is the combination of the Draft FG preset with AO. You can also use the Medium preset to improve quality at the cost of rendering time.
Make sure AO is applied only locally within a small radius, just to bring out the small details, and let FG handle the coarser transport of light. A good rule of thumb is to set the AO radius to about 4 inches (100mm); this is the default setting.
If you think the “darkening” effect of AO is too strong, you can modify the Shadow Color value in the Ambient Occlusion group to a lighter color, such as 50 percent gray (set Value to 0.5).