![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhE0uznD3IEBiUjUAJm2VOhMO-yUFuY9i_IPxhhLWDHtrtEzT-lEhyPaxR-NhNa3O0UlthcFM-Sp7DbCpi8WHoTeYp7-HHo6YjuHZKurrWW-XsVG-nUCa3qmzHLJcQCL-PmKuq-s0uSqDU/s400/sunlowinsky.jpg)
Here is a 2nd shot of the same scene from a different angle, and without involving an occlusion pass. I didn't want to go from a side angle because my box world didn't quite distribute the ramped shading as expected, and it doesn't do well when you can see the corners.
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj80aw2ZS_xv8R_FiJRTmE1ekabIDCWbWzJe_EYgpVrjig2O89rssYXT48ySytHyBmll7bCUhFDITkdyTOzoz9D-gKEB04dYkyLE1P2B40g_UV1KOXuyTnhQ8UYZV7qyIT_lvSA24Tz92I/s400/sunlowinsky2.jpeg)
You can see what I mean about the ramp shader here...
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjAyDNi79kZPtg5LV6uw2bwV44KBx2cXZL4qJFFjJ1m59GCocv30yf_7SGXhTV2SLw6eVZzAN8OXB8hHWsv2E7AT-KATQjtRlmqgkENOC1j4UMuv__JGcP60hmiK99obcnx5YaOPvP_u-0/s400/sunlowinsky-rampshaderprobs.jpeg)
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