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
>>>
>>>
>
>

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