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

