Hey all, I've been doing a lot of ambient occlusion lightmap baking lately, and dread the times when the object is using some opacity mapped textures. The ambient occlusion needs to properly read the alpha/opacity in the texture, and cast shadows appropriately. What I have been using is a Skylight with Cast Shadows turned on, the samples increased to 28 or so for better accuracy, and no advanced lighting solution active. This works fine, but render times are horribly long (1-3 hours, depending on complexity).
Does anyone have a faster rendering solution for this? LightTracer will not read opacity, neither will Radiosity, and I couldn't figure it out how to do it properly with Mental Ray and get it to bake out. If anyone has some quick tips to get it rendering and baking to a UV set faster than the Skylight/shadows trick, please share. Thanks.
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anyway you could render the maps without the opacity parts? or do you need the shadows the holes make? if its 1-3 hours it might actually be faster to paint them by hand! ahahaha