So, stoof is trying to render out an ambient occlusion map for a model. I have created parts of the model in max in a higher poly version(adding plates and rivets and bolts. that sorta mess.) and i have a bunch of things ive done in photoshop for additional normal information. I would like to render out an occlusion map utilizing the normal map i have created. Is this possible? Max does not seem to want to do any sort of raytracing of normals for me dealing with the normals. I am guessing i am shit out of luck, but i figured I'd ask. Thanks.
Replies
http://everflow.com/support/tutorials/AO/Everflow_AmbientOcclusion1.html
I have a maxscript that does this at work, it puts a grey texture on the model, a normal map in the bump slot then renders to texture using a light rig.
This bakes out an OA image.
I had a LOT of problems at the start by using a skylight and Light tracer, and had to switch to a 90-odd spotlight rig. instead.
http://www.scriptspot.com/start.asp?p=ma...eld=&Page=1
The spotlights trick is so old-school! I remember using it before we had GI, in 1996 I think.
IMO the blue channel isn't a great solution since it only darkens on slopes, not in depressions. But like you say it's simliar-ish, so it works OK when you need a quickie.
But I can easily describe the method:
Highpoly in Zbrush
Generate normal maps in Max
Max scripted part:
Apply a gray diffuse and the normal map to the model
Merge in the light rig, a skydome of spots plus 11 other secret herbs and spices.
Render to texture - complete map seems to work best.
Bishbashbosh.