Yeah, but as mentioned earlier, I have many many render trees already set
up and dojn't particularly want to have to go through them all, rejigging!
It's fine, I'm almost done.
Cheers


On 17 October 2012 00:29, Adam Sale <adamfs...@gmail.com> wrote:

> Not in front of Softimage right now, but what if you hook up a rendertree
> with a surface shader as the light color input for an occlusion shader?
> You should be able to rendermap that and have the both the surface color
> and occlusion baked into the map, non?
>
>
>
> On Tue, Oct 16, 2012 at 1:56 AM, Chris Marshall <chrismarshal...@gmail.com
> > wrote:
>
>> 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
>>>>>>>
>>>>>>>
>>>>>
>>
>


-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk

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