Alternatively, you could bake the albedo and AO as separate vertex color
maps then multiply the albedo by the AO in ICE.

On Mon, Oct 15, 2012 at 11:43 AM, Matt Morris <matt...@gmail.com> wrote:

>
> If you get your naming conventions right i'm sure you could whip up a
> photoshop macro to automate the process of combining and resaving fairly
> painlessly...
>
>
>
> On Monday, 15 October 2012, Chris Marshall <chrismarshal...@gmail.com>
> wrote:
> > right. The reason it's on the camera is I wanted it to be a global
> effect on a load of materials that were already set up. It was the easiest
> way.
> > No worries, I'll just work my way through and rendermap each with the
> AO. It's just a hassle to then photoshop all of them as well.
> >
> >
> > On 15 October 2012 14:31, James De Colling <james.decoll...@gmail.com>
> wrote:
> >>
> >> on camera? as far as I know camera / lens shaders wont work with
> rendermap. hence why things like photographic exposure etc wont rendermap
> >>
> >> On Monday, October 15, 2012, Chris Marshall wrote:
> >>>
> >>> 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
> >>>
> >>>
> >
> >
> >
> > --
> >
> > Chris Marshall
> > Mint Motion Limited
> > 029 20 37 27 57
> > 07730 533 115
> > www.mintmotion.co.uk
> >
> >
>
> --
> www.matinai.com
>


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