13. Mari 4 - Ambient Occlusion and Tri-Planar Procedurals
Part of Mari 4 - Fundamentals and Best Practice.
In the Video:
Advanced Tip: Advanced shader and rendering technique.
Test Your Knowledge
1. | How do you display ambient occlusion on the geometry? |
From the top navigation menu, select Objects, and then choose Ambient Occlusion to calculate the ambient occlusion.
2. | What is a Tri-Planar projection? |
A tri-planar projection takes an image and projects it across the X,Y,Z surfaces of your model, but unlike the Tile node, it does not rely on UVs.
Either create a Tri-Planar node in the Node Graph, or right-click an image in the Image Manager and select Add to Node Graph > As TriPlanar projection.
Exercise
1. | In the Node Graph, create a new node by pressing Tab on the keyboard to call in the node menu. |
2. | Select Ambient Occlusion from the dropdown menu, or type Ambient Occlusion and press Enter. |
3. | Click on the Ambient Occlusion node in the Node Graph and press 1 on the keyboard to connect that node to the viewer. |
Your model should be flat white as the ambient occlusion as not been calculated yet.
Tip: If your Node Graph is maximized, press Space on the keyboard to return to the previous window size.
4. | From the top navigation menu, select Object > Ambient Occlusion to calculate the ambient occlusion and display the result in the viewer. |
5. | To go back to viewing your paint, select the shader in the Node Graph (in this case Principled BRDF) and then press 1 on the keyboard to view from the shader output. |