1 ) Set Mental Ray as renderer
2 ) In "Environment", set background color to white, global lighting from 1 to 0.
3 ) Set material to white, put Ambient Occlusion in the Self-Illum map slot, play with settings.
4 ) Bake away.
An AO map also helps point out where the grooves and that are, make a great overlay on low poly meshes to make the whole thing pop in a game engine that doesn't have any AO type thing, and any number of uses.
Even in CryEngine 2/Crysis, according to Crytek you should still bake a little ambient occlusion into the model (varies with what type of model), but even their characters use a little baked in ambient occlusion, and it just accompanies the simulated real-time ambient occlusion, while also maintaining some of the visuals for those who can't run the game with such shadow quality.
1 ) Set Mental Ray as renderer
2 ) In "Environment", set background color to white, global lighting from 1 to 0.
3 ) Set material to white, put Ambient Occlusion in the Self-Illum map slot, play with settings.
4 ) Bake away.
[/ QUOTE ]
I didn't ask anything, I've just found this script and I share out , that's all.
Somebody can like it and find it useful.
To answer Your question :
Well , how I've sad before - the script is easy and fast to use with a cool result. It reduce Your 4 steps in a only one = Render AO.
SO YOU DON'T NEED
1 ) Set Mental Ray as renderer
2 ) In "Environment", set background color to white, global lighting from 1 to 0.
3 ) Set material to white, put Ambient Occlusion in the Self-Illum map slot, play with settings.
4 ) Bake away
Awesome, I'm going to see if I can incorporate this script into my "make template" script and save me even more time. That is if I can get it to render out a texture instead of a render preview.
Replies
1 ) Set Mental Ray as renderer
2 ) In "Environment", set background color to white, global lighting from 1 to 0.
3 ) Set material to white, put Ambient Occlusion in the Self-Illum map slot, play with settings.
4 ) Bake away.
Makes it a little quicker when you're just wanting to test it.
Even in CryEngine 2/Crysis, according to Crytek you should still bake a little ambient occlusion into the model (varies with what type of model), but even their characters use a little baked in ambient occlusion, and it just accompanies the simulated real-time ambient occlusion, while also maintaining some of the visuals for those who can't run the game with such shadow quality.
Why do you need a script for that?
1 ) Set Mental Ray as renderer
2 ) In "Environment", set background color to white, global lighting from 1 to 0.
3 ) Set material to white, put Ambient Occlusion in the Self-Illum map slot, play with settings.
4 ) Bake away.
[/ QUOTE ]
I didn't ask anything, I've just found this script and I share out , that's all.
Somebody can like it and find it useful.
To answer Your question :
Well , how I've sad before - the script is easy and fast to use with a cool result. It reduce Your 4 steps in a only one = Render AO.
SO YOU DON'T NEED
1 ) Set Mental Ray as renderer
2 ) In "Environment", set background color to white, global lighting from 1 to 0.
3 ) Set material to white, put Ambient Occlusion in the Self-Illum map slot, play with settings.
4 ) Bake away
Thanks for the link