Does anyone know how to bake vertex ao into a specific channel?
Say I want to bake AO into vertex.r, and reflection occlusion into vertex.g, is there some way to do this?
Maybe if I baked each into two different bake sets, is there some scripting that could be done to copy bakeset 2 into vertex.g of bakeset 1?
Also, anyone know how to render reflection occlusion in Maya? I was thinking I would just try to tweak the AO output a bit.
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Some sample code. Note this will probably be slow on higher vertex counts:
Was about 40 seconds for 2000 vert mesh. Probably derped at some parts as been coding too much maxscript haha. O and yeah this assumes you have a colorset named AO "mynewColorSet" etc. Feel free to change it to whatever