Only if that color information is available as a vertex or texture-map. On Oct 15, 2012 8:37 AM, "James De Colling" <[email protected]> wrote:
> dont suppose your little ice trick does colored AO as well? > > On Monday, October 15, 2012, Leonard Koch wrote: > >> 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 >>>> >>>>

