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
>
>
>

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