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	<title> &#187; ambient</title>
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		<title>Assorted Notes about Ambient Occlusion by Greg Coombe</title>
		<link>http://blog.dynamicwork.net/tutorial/assorted-notes-about-ambient-occlusion-by-greg-coombe/</link>
		<comments>http://blog.dynamicwork.net/tutorial/assorted-notes-about-ambient-occlusion-by-greg-coombe/#comments</comments>
		<pubDate>Sun, 27 Sep 2009 07:25:50 +0000</pubDate>
		<dc:creator>put3d</dc:creator>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[ambient]]></category>
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		<category><![CDATA[occlusion]]></category>

		<guid isPermaLink="false">http://blog.dynamicwork.net/?p=1159</guid>
		<description><![CDATA[Motivation Ambient occlusion is a lighting technique used to give models a global illumination-like effect, as if it were lit from the entire hemisphere (rather than a point light). A set of visibility samples are collected from the hemisphere above a point, and a scalar &#8220;ambient occlusion&#8221; value is computed based on the percentage of [...]]]></description>
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		<slash:comments>4</slash:comments>
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		<title>Tutorial: Ambient Occlusion for Blender</title>
		<link>http://blog.dynamicwork.net/tutorial/tutorial-ambient-occlusion-for-blender/</link>
		<comments>http://blog.dynamicwork.net/tutorial/tutorial-ambient-occlusion-for-blender/#comments</comments>
		<pubDate>Sat, 26 Sep 2009 07:18:09 +0000</pubDate>
		<dc:creator>put3d</dc:creator>
				<category><![CDATA[Blender Tutorial]]></category>
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		<category><![CDATA[ambient]]></category>
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		<guid isPermaLink="false">http://blog.dynamicwork.net/?p=1156</guid>
		<description><![CDATA[Global illumination is a very popular method for lighting three dimensional scenes. Unfortunately, most of the methods are very slow and requires lots of ressources. Ambient Occlusion is a method for simulating global illumination, while keeping a respectable ratio between results and computing times. As well as anything related to raytracing with Blender, because of [...]]]></description>
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		<title>Mental Ray &#8211; Ambient Occlusion Shader</title>
		<link>http://blog.dynamicwork.net/tutorial/3ds-max-tutorials/mental-ray-ambient-occlusion-shader/</link>
		<comments>http://blog.dynamicwork.net/tutorial/3ds-max-tutorials/mental-ray-ambient-occlusion-shader/#comments</comments>
		<pubDate>Fri, 25 Sep 2009 07:58:14 +0000</pubDate>
		<dc:creator>put3d</dc:creator>
				<category><![CDATA[3ds Max Tutorials]]></category>
		<category><![CDATA[Mental Ray]]></category>
		<category><![CDATA[Tutorial]]></category>
		<category><![CDATA[ambient]]></category>
		<category><![CDATA[mental ray]]></category>
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		<category><![CDATA[shader]]></category>

		<guid isPermaLink="false">http://blog.dynamicwork.net/?p=1162</guid>
		<description><![CDATA[In 3dsmax7 Mental Ray 3.3 gained a new shader called &#8220;Ambient / Reflective Occlusion&#8221; what can this be used for? Well, traditionally within Mental Ray GI has been handled photon mapping and Final Gather. In this case a GI effect can be generated via a shader, and in this way this system opens up some [...]]]></description>
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