Re: Rendermap with Ambient Occlusion

2012-10-17 Thread Chris Marshall
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

Re: Rendermap with Ambient Occlusion

2012-10-17 Thread Adam Sale
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,

Re: Rendermap with Ambient Occlusion

2012-10-16 Thread Chris Marshall
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

Re: Rendermap with Ambient Occlusion

2012-10-16 Thread Adam Sale
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,

Re: Rendermap with Ambient Occlusion

2012-10-15 Thread James De Colling
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',

Re: Rendermap with Ambient Occlusion

2012-10-15 Thread Leonard Koch
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

Re: Rendermap with Ambient Occlusion

2012-10-15 Thread Chris Marshall
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

Re: Rendermap with Ambient Occlusion

2012-10-14 Thread Leonard Koch
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

Re: Rendermap with Ambient Occlusion

2012-10-14 Thread James De Colling
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

Re: Rendermap with Ambient Occlusion

2012-10-14 Thread Leonard Koch
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.

Rendermap with Ambient Occlusion

2012-10-12 Thread Chris Marshall
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,