Yeah, but as mentioned earlier, I have many many render trees already set
up and dojn't particularly want to have to go through them all, rejigging!
It's fine, I'm almost done.
Cheers
On 17 October 2012 00:29, Adam Sale adamfs...@gmail.com wrote:
Not in front of Softimage right now, but what
ah yes. You did mention that.. carry on. Nothing to see here.
Adam
On Wed, Oct 17, 2012 at 1:51 AM, Chris Marshall
chrismarshal...@gmail.comwrote:
Yeah, but as mentioned earlier, I have many many render trees already set
up and dojn't particularly want to have to go through them all,
Yeah but the problem isn't generating the ao map, it's that I want it to be
generated baked into the surface colour in one hit. I just wonder why these
are separate options in the drop down menu in RenderMap and why there isn't
an option to render them in one?
Not to worry.
On 15 October 2012
Not in front of Softimage right now, but what if you hook up a rendertree
with a surface shader as the light color input for an occlusion shader?
You should be able to rendermap that and have the both the surface color
and occlusion baked into the map, non?
On Tue, Oct 16, 2012 at 1:56 AM,
dont suppose your little ice trick does colored AO as well?
On Monday, October 15, 2012, Leonard Koch wrote:
Yeah, for us that was too slow, but it's definitely the better method.
On Oct 15, 2012 7:31 AM, James De Colling
james.decoll...@gmail.comjavascript:_e({}, 'cvml',
Only if that color information is available as a vertex or texture-map.
On Oct 15, 2012 8:37 AM, James De Colling james.decoll...@gmail.com
wrote:
dont suppose your little ice trick does colored AO as well?
On Monday, October 15, 2012, Leonard Koch wrote:
Yeah, for us that was too slow, but
Thanks but I have no idea how to compute the AO in ICE!? Also,James, I'm
not sure what you're suggesting? My AO is set on the camera. i don't want
to go through each material and re-apply it as that's a big headache.
On 15 October 2012 06:22, Leonard Koch leonardkoch...@gmail.com wrote:
I
I recently solved this by computing AO in ice and using that vertex map in
the rendertree which put the AO directly in the color map and was also a
lot faster. It's resolution dependant of course, but a bit of simple
laplacian smoothing goes a long way.
On Oct 12, 2012 5:43 PM, Chris Marshall
just use the rendertree to rendermap instead of the occlusion setting built
into the rendermap property. you have a lot more control that way too. just
throw your occlusion in at the end, and it'll bake the whole lot together.
On Saturday, October 13, 2012, Chris Marshall wrote:
Hello,
Haven't
Yeah, for us that was too slow, but it's definitely the better method.
On Oct 15, 2012 7:31 AM, James De Colling james.decoll...@gmail.com
wrote:
just use the rendertree to rendermap instead of the occlusion setting
built into the rendermap property. you have a lot more control that way
too.
Hello,
Haven't done much rendermap stuff before, but we're outputting some assets
for a game engine. It appears that to render ambient occlusion into the
rendered texture map, it has to be done as a separate pass then
photoshopped together? As I have quite a few objects to generate these maps
for,
11 matches
Mail list logo