I have a selection of buildings which i wish to bake some AO into using the vertex information rather than baking the occlusion into the textures as they do not have their own unique UV coordinates.
It appears that the only way to do this in max 8 is to bake your vertex illumination using a radiosity solution in the scanline renderer (using the vertex paint modifier).
I was wondering if anyone knew a way to bake the occlusion using mental ray into the vertices. I know how to bake it into the texture but cant find an option for vertex baking. I know this is possible from maya but i cant find a way of doing it in max.
Any help is appreciated
Replies
http://www.scriptspot.com/3ds-max/pits-peaks
http://www.scriptspot.com/3ds-max/vertex-color-tools-0
How do you plan to use the vertex color channel without a lot of verts for definition?
Color me confused but can you point to something that explains how you do it in Maya?
Anyhow, Vig's right, you still need well-placed verts to pull off vert lighting.
You get the same result using Eric's method in Max, but it is a few extra steps.
Only downside is that it only works with crevices, not for a part of the object hovering on top of another. Still handy...
MoP, ahh makes sense, I wonder why that isn't a MR feature in Max I guess because you can do the steps Eric outlined, seems like it would be better off to just have it set up like Maya does.
Thats an example of it working in mental ray/Maya. Its pretty much what im looking for but a way of doing it in max without having to go through the exstensive process of calculating a radiosity solution for each building. (Obviously hes doing it on a high res mesh).
Seemingly when you assign mental ray as your renderer in max there is no way of baking the information out to your vertices.
Vig is on the right lines and the buildings have extra sub'd around the crevices to allow for the vertex blending but getting good results with the radiosity is time consuming.
Thanks for the replies
I've only tried faogen but it works like a charm.
http://www.rusteddreams.net/faogen.html
http://www.xnormal.net/
If you want to bake it to vertex colors you need to look for the "Simple GPU AO Tool section".
If you press the "generate" button with the "image" tab button selected will render the AO to the output image you specify. On the other hand, if you press the "generate" button with the per-vertex tab selected it will render the AO per vertex into a .SBM or .OVB file (which can be seen in the xNormal 3D interactive viewer or imported into a 3d engine very easy ).
Hope it helps.