just use the rendertree to rendermap instead of the occlusion setting built into the rendermap property. you have a lot more control that way too. just throw your occlusion in at the end, and it'll bake the whole lot together.
On Saturday, October 13, 2012, Chris Marshall 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 > >

