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 > ______________________________________________________________________ This email has been scanned by the Symantec Email Security.cloud service. For more information please visit http://www.symanteccloud.com ______________________________________________________________________