right. The reason it's on the camera is I wanted it to be a global effect
on a load of materials that were already set up. It was the easiest way.
No worries, I'll just work my way through and rendermap each with the AO.
It's just a hassle to then photoshop all of them as well.



On 15 October 2012 14:31, James De Colling <[email protected]>wrote:

> 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]> 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]>
>>> 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
>>>>
>>>>
>>
>>


-- 

Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk

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