on camera? as far as I know camera / lens shaders wont work with rendermap. hence why things like photographic exposure etc wont rendermap
On Monday, October 15, 2012, Chris Marshall wrote: > Thanks but I have no idea how to compute the AO in ICE!? Also,James, I'm > not sure what you're suggesting? My AO is set on the camera. i don't want > to go through each material and re-apply it as that's a big headache. > > > On 15 October 2012 06:22, Leonard Koch > <[email protected]<javascript:_e({}, 'cvml', > '[email protected]');> > > wrote: > >> I recently solved this by computing AO in ice and using that vertex map >> in the rendertree which put the AO directly in the color map and was also a >> lot faster. It's resolution dependant of course, but a bit of simple >> laplacian smoothing goes a long way. >> On Oct 12, 2012 5:43 PM, "Chris Marshall" >> <[email protected]<javascript:_e({}, 'cvml', >> '[email protected]');>> >> 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 >>> >>> > >

