The SG_AmbOcc node it's getting even better! Sebastian Goetsch has made a really Brilliant job with this new version:
http://www2.informatik.hu-berlin.de/~goetsch/AmbOccNode
The new Color output offer us several new possibilities: Do you remember my gradient setup? Well, we don't need it anymore (at least for occlusion effect, but you might to want experiment with different blending modes to fake indirect lighting too). We don't have to set up gradient by gradient now; seeing that the SGAmbOcc node do this automatically! It seems that it pick up the color or texture of our surfaces by taking into account its shading and it colors the occlusion effect (ambient or directional mode) with these tonalities. Thank you very much Sebastian!
Notice, it not only works as a faster and flexible option than BgRadiosity, it also simulate some kind of GI by coloring surfaces with the colors of surrounding objects. The tool works directly in color channel or diffuse shading (surface root), but you may want to experiment other configurations for extra control:
I didn't need to set up any gradient for any object in the previous pic, just a single nodal configuration that works for all objects on the floor (it may have several other configurations for this):
Other very useful feature is the new Reflection mode. The quality of the effect by default is far better than LW blurred reflections and render times are faster . We can design different types of softreflections by diminishing render times and improving the quality:
The node setup for the water in this pic was very simple:
without bump maps:
Notice the soft_reflection effect is working with textured environments and volumetric effects (fog and lights)
The other excellent feature is Refraction mode. We can simulate soft refractions in a faster and more controlable way. At this moment the only limitation is avoid doubled sided polygons or setups where we have polygons pointing toward inside and outside in the geometry at the same time (we can use the useful Celshader's tip to specify the polygon side by using the spot_info tool).
Btw, the effect works also with objects inside objects!
Hope to see more experiments and nodal configurations
Gerardo