Yeah but the problem isn't generating the ao map, it's that I want it to be generated baked into the surface colour in one hit. I just wonder why these are separate options in the drop down menu in RenderMap and why there isn't an option to render them in one? Not to worry.
On 15 October 2012 18:59, olivier jeannel <olivier.jean...@noos.fr> wrote: > What about a pass or a group with an AO material and generate the > rendermap from that ? When it's done you should be able to multiply the > result with your various materials either in compositing or even with an > override. > > > Le 15/10/2012 17:25, Chris Marshall a écrit : > > 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 >>>>> >>>>> >>>