![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwIf6Q2WGV20dH3qfcAetxSo8TkTwd_xJedRBis4O-NZDaIVZXhRQ0fBoAfwoACSDp3tZ85s9Tgqn1wNF6sWy_CQ2YVmddkIc8H8Fqo6cEmmOk0h2FSD6BhlHFmMP2-rwfQx2Dekq0hg2_/s320/scene.jpg)
let us render with default shader Lambert !
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgVnKEcxQ3rRypmga3EZaX8YGYNwNG79t7xhj8SmwkaM-DD1viXpFDu-SYUSHNb94Jt5HBuLhn96YaHlpnyb4ATYBNnsALRnGbQQsg4yreXl26E2CjR3dK42vU5mcoV3oTHIF6i-c2qh4Fn/s320/lambrt.jpg)
Now let us prepare occlusion shader using mentalray utility " mib_amb_occlusion " to get mentalray utilities in hypershade we need to check 'mayatomr.mll' in plug-in manager. as shown in this picture.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgO42kkObZx48U72wOSVkbM5_qLOQpU02oL0ndAfy8l8urPMBrzkpkQk5jRCt8H64MV8fh71Th42CUkn4mk2q9m_YePmeQZMPEEw0YUnfeftBuX-DpSw4nOU9Il4tE-Ua23TCU_6X36kRq5/s320/plgin_mngr.jpg)
let us connect the occlusion utility to our lambert shader
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiwtaL-KIjz5jhfW-qGZkvdpKChfoJe2Vv_RPPKFNEX8S2kVm1FAncIpXxwOqiAptokS8_q1n-WEJa4cUOGwDU_lW8LxZklbDW_2lSj_6R6bAo0DVfC8OtouQfxHq2dem2QMSzpO2aSbHM8/s320/shading.jpg)
cool now we will render the scene with default settings. the rendered image looks like this.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjk2m4MHFsCntuqrF-1b5etOjd2P5FybzF3B_hEOjFJtxAdMWxMAhP5kxwq6RV4_6xviLDCXuY3H909dGJxEr2Zf1RAR1HRcWboJOCjUUxXv5988qnDIADNbtakS1xsUldQihlXTJlz_fcU/s320/occ_pr.jpg)
we got few contact shadows and the image quality is not good. so let us change the render and shader settings like this.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjy1RXQAFJL9CbuwR83uo9wcv2d2uNEyvEe4cNGZbniwvMZHknkmGi4zks9_uHmrmxSN38AzQWk3JAn-MKvnZX-dHDir-Yz5BW1ihyphenhyphenBwaI3FipR3ovlOlDOdE1MrSQaqUzw0R6MRsufH6qt/s320/sh_rn_stng.jpg)
let us render with the modified settings.....
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin1wtkDn3xd2JAGTl-qsVM54AzRwLzcWZVPjlya3XaM8HPLr6qToSLUVTzCu1nFoMZBxBIZA2lMUhdRryHkwE87Af06NM01LJixQJtCYR7ZrU1fYv2Y1gwlcxvgyLgM0Iw20bk_6XIFBuP/s320/occ_sec.jpg)
now its better than the previous render, we will render it for more quality and clarity, by adjustig the main shader (lambert) channels. already we connected mib_occlusion utility to the ambient channel. no change the shader color to 1 (h=0 s=0 v=1) and diffuse, translucence, translucence depth and translucence focus to 0. like this....
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0AgdsX-utGKd9bkEeQCMglQZ26uqL0Qoy72gCiYNwVX3OcS0il_ZN6ce62bNOgvyW4Y89JGh4hq_mOv9YHITeNP3xPY6Z7EnC2sUm9n859inX3fzAjs6qutkWqEBqLVHM5ssRnx4LOQwo/s320/diff_adjust_stng.jpg)
and the final occlusion render will come like this.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijoLOPWXiVWUDDcsum4JooisEHR2_KM2mogLg7BvY5sPUY8zrjXpp3UgIHh4xRVCJwi6L5AcPxpFFzopFNbFSQH6guVSPYh2Cwh0IvF6ucy8veQGMy7ebuEgw7KiTSy58GNDdOwJW1bDo0/s320/occ_fn.jpg)
next compositing occlusion pass in FUSION.
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