The first step to the trace-free process is setting up a bake pass.
The bake pass is the .rib render setup involving raytracing to generate a pointcloud with occlusion data.
Figure 04 shows our bake pass occlusion shader.
This shader instructs Rman to write the occlusion data to a point cloud.
For this pass raytracing must be activated. Fortunately, only one frame needs be rendered.
The render globals dice rasterorient and culling should be deactivated for this pass.
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Figure 04: PTC Generating Bake Pass Occlusion Shader |