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
>>
>>

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