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, this is doubling my workload. Is there a way around this and render
the AO in with the Surface Colour and Illumination map, or am I approaching
this in the wrong way?
Thanks

Chris

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