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" <[email protected]> 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 > >

