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
>>>>
>>>>

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