Viewport Ambient Occlusion Noob Problem

Hi everyone, i’m trying to use the Viewport Ambient Occlusion introduced in the newest Blender Version.
How can i use this type of AO effect in the compositor?

Activating ambient occlusion in world settings and enabling the AO pass, blender does not produce what i see in the viewport.

You can’t. This is different, but you can grade your AO pass to make it looks like the one set in the viewport.

How should i change it?

Color Ramp?
Color Grading?

Can you tell me if ather types of correction exists?

Thank you very much.

Color Correction, color ramp, curve, color balance. Anything. But you can also change the distance value of the AO in the World panel.

Presentation of how to increase Ambient Occlusion

http://s15.postimg.org/4lzgaxljv/GIF.gif

Four layers:

  1. Soil and light
  2. Left Figurine
  3. middle Figurine
  4. Right Figurine

Be careful to check the AO on each layer and to allow transparency ( render rendering / film / transparency).

Each of the figurines have a different adjustment :

  1. The left figure : multiply fac at 0.5 ( AO = Low )
  2. The figure in the middle: multiply fac at 1.0 ( = standard AO)
  3. The right figure : multiply fac at 1.5 ( AO = high )

The four reports are assembled in pairs with “Alpha Over” node.

Here is the description of the setting:
http://s15.postimg.org/3x36bwmze/Capture_d_cran_17.jpg
http://s15.postimg.org/3x36bwmze/Capture_d_cran_17.jpg

Hoping that it will help you.

Bear17

Presentation of how to increase Ambient Occlusion

http://s15.postimg.org/4lzgaxljv/GIF.gif

Four layers:

  1. Soil and light
  2. Left Figurine
  3. middle Figurine
  4. Right Figurine

Be careful to check the AO on each layer and to allow transparency ( render rendering / film / transparency).

Each of the figurines have a different adjustment :

  1. The left figure : multiply fac at 0.5 ( AO = Low )
  2. The figure in the middle: multiply fac at 1.0 ( = standard AO)
  3. The right figure : multiply fac at 1.5 ( AO = high )

The four reports are assembled in pairs with “Alpha Over” node.

Here is the description of the setting:
http://s15.postimg.org/3x36bwmze/Capture_d_cran_17.jpg
http://s15.postimg.org/3x36bwmze/Capture_d_cran_17.jpg

Hoping that it will help you.

Bear17

You don’t have to activate the AO in the world settings to have access to it as a compositing element (the AO pass). But the depth parameter in the world settings will influence what the AO looks like.

You can also use “Pointiness” as a part of your material setup to create an AO look for specific materials. YOu can see an example of how to do this here: https://youtu.be/e3I4OwLuZag?t=886