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 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" <chrismarshal...@gmail.com>
> wrote:
>
>> 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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