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
>
>

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