ah yes. You did mention that.. carry on. Nothing to see here. Adam
On Wed, Oct 17, 2012 at 1:51 AM, Chris Marshall <[email protected]>wrote: > Yeah, but as mentioned earlier, I have many many render trees already set > up and dojn't particularly want to have to go through them all, rejigging! > It's fine, I'm almost done. > Cheers > > > On 17 October 2012 00:29, Adam Sale <[email protected]> wrote: > >> Not in front of Softimage right now, but what if you hook up a rendertree >> with a surface shader as the light color input for an occlusion shader? >> You should be able to rendermap that and have the both the surface color >> and occlusion baked into the map, non? >> >> >> >> On Tue, Oct 16, 2012 at 1:56 AM, Chris Marshall < >> [email protected]> wrote: >> >>> Yeah but the problem isn't generating the ao map, it's that I want it to >>> be generated baked into the surface colour in one hit. I just wonder why >>> these are separate options in the drop down menu in RenderMap and why there >>> isn't an option to render them in one? >>> Not to worry. >>> >>> >>> >>> On 15 October 2012 18:59, olivier jeannel <[email protected]>wrote: >>> >>>> 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]>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 > > >

