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