Yeah, for us that was too slow, but it's definitely the better method. On Oct 15, 2012 7:31 AM, "James De Colling" <[email protected]> wrote:
> 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 >> >>

