Ambient Occlusion number of samples

If the Number of samples is set to 0 for the XSIAmbientOcclusion shader, Softimage 2010 memory usage will go through the roof as soon as Softimage has to render. This didn’t happen in 7.5, so it’s easy to load up an existing scene, open the Material Manager or Render Tree, and then see Softimage hang up while rendering a shaderball. That’s how this issue was originally discovered.

On a related note, here’s a JScript snippet that shows how to find all the XSIAmbientOcclusion shaders and check the samples values.

// XSIAmbientOcclusion Class ID
var sClassID = "{FF66A9F8-BB42-480D-834D-BC5FC6E3AD23}"
var oColl = FindObjects( null, sClassID ) ;

oEnum = new Enumerator( oColl ) ;
for (;!oEnum.atEnd();oEnum.moveNext() )
	var oAOShader = oEnum.item() ;
	LogMessage( oAOShader.Parameters("samples").Value );
//	LogMessage( oAOShader.samples.Value );

One thought on “Ambient Occlusion number of samples

  1. So was this ever fixed or is there a workaround or anything? Or should we just not use the Ambient Occlusion settings in the renderer and just use the ones on the shader to control the number of rays/samples?

Leave a Reply

Fill in your details below or click an icon to log in: Logo

You are commenting using your account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s