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 >> >>