Researched into z depth passes and ambient occlusion passes with opacity maps and it appears it cannot be done. There is a work around for the z depth which basically mimics z depth and works very well, yet the AO pass I don’t think I will be able to achieve. Its unfortunate but there seems no way round it. At least I can get the z depth working.
AO pass normally
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AO pass with opacity (note the shadow artefacts around the hair)
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Z depth final test
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A decent tutorial on how to achieve the blur using materials rather than the standard z depth is here
http://www.onnovanbraam.com/index.php?tutorials/depth_of_field/
I could create a lighting solution like a clay render for the scene, but the time it would take per frame is really not worth trying to fake the ambient occlusion. But it is an option for latter.
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Anyhow its on with the objects tomorrow, will be working on the seating.
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