What about a pass or a group with an AO material and generate the rendermap from that ? When it's done you should be able to multiply the result with your various materials either in compositing or even with an override.

Le 15/10/2012 17:25, Chris Marshall a écrit :
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] <mailto:[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 <http://www.mintmotion.co.uk>



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